Tekniko's Forum Posts

  • I was going the way of "Spawn another object" instead of using "System > Create Object".

    Gah, so much to learn and so little time!

  • I have been using the Visible and Invisible triggers and they haver been working quite well. I'm so used to C++ where you gotta make sure you clean up after yourself.

  • I have never used it but Spriter seems to be the Go-To option for a lot of people here. It even has support for importing to C2.

  • Oh the limitations of Construct 2.

  • Does 0 opacity objects slow down your device?

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  • I don't believe it's possible. Google would handle all of that information.

  • Arima Thanks for your suggestion. I just tried it and unfortunately did not work. The origin points will remain in the same place for each frame but because of the frame size differences the animation playback will 'jitter'. For cropping to work, the engine needs to take into account how much got cropped off in each frame and offset each origin appropriately.

    I ran into the same jittering issues my self after trying to the use the "crop" feature in C2. I share a lot of your same concerns Kronar but I think you'll need to crop and pack everything manually, as I have had to do.

    One thing I have noticed over the past two years, is that generally this type of issue will not be addressed. The people in charge handle C2 in a different way. They prefer to add more features over quality features, which is their choice. But, for now, don't hold your breath.

  • Hey there,

    I am trying to create a function, that when called, will spawn the proper GUI and all the other info required for that window. Unfortunately, there seems to be no way to spawn an object with a function. There is of course controlling the opacity of the object and having it already placed in the correct spot but I would prefer to control it by spawning and destroying, as needed.

    Can anyone shed some light on how I would do this?

    Thank You

  • Challenging and fun. Not my type of game but I could see it being very popular.

  • Wrangler beautiful game. I can't wait to see the finished product.

  • Amazing piece of work. It's nice to see C2 being used to it's full potential.

  • Project Name: ETL

    Latest release 10.11.2014

    Have you ever wanted to watch an RPG being made, from the ground up? Does talk about BBcode, image compression, and Functions turn you on? Are you looking for a professional, talented, and sexy person to look up to? If you answered "Yes" to any of these questions then you are in the right place. Not only am I sexy but I am also very professional at being a professional and designing professional games. As I always say, "You don't need experience, if you have passion".

    My goal in this RPG... I really don't like using the term RPG. Isn't every game a roll-playing game? I'd like to consider my game as a "not-so" interactive experience. What does that mean? I believe that people/players enjoy being told what to do. How many times have you logged into a new MMO just to spend the first hour customizing the bust size on your new female archer? When you finally login to the game world, how many times have you been overwhelmed with just dozens of UI windows, half finished tutorials, and game mechanics that make sense or take days to figure out what or why they are even there in the first place?

    Let's take Everquest 1 for example. EQ1 is undoubtedly the most content rich and... this is turning into a blog post I think. Wanna read more? Come to my blog.

    Small Update

    Stardate 10/11/2014

    -Added twenty-three sword sprites to the game. I plan to use some of them for inventory icons. I still haven't decided on an art style yet.

    • Targeting mobile devices.
    • Being created by a guy named Stephen.
    • Designed for performance.
    • Easy to jump into, hard to master.
    • The most indepth RPG ever made in Construct 2.
    • Icons for changeable utility page.
    • Controllable Utility window on the HUD.
    • Shadowed icons for GUI armor/weapon page.
    • Triggers for changing maps.
    • Supply Shop map/NPC/GUI.
    • Weapon/Armour Shop map/NPC/GUI.
    • Error messages and NPC dialogue windows. (Text updated as needed)
    • Inventory System. (Needs further testing)
    • Added map names to the GUI.
    • Players can now leave shops and go back to their previous layout at the correct shop entrance/exit.
    • Option Icons now appear when an inventory slot is selected/touched. (Now only triggers if there is at least one item in the slot)
    • Each map now has two controller variables. One variable will control how many monsters spawn, the other will control the level range. This of course makes it very easy to change at a moments notice. Events with level 99 Wolfs in town? Saaaaweet!
    • Monsters now have all their instance variables loaded from an Array. Level, Exp, Health, Mana, Damage, etc etc.
    • Monsters now have name plates about their heads. Can be disabled in the Options window. (I may add colour coding based on the players current level. Red for more than four levels above the player. Blue for four levels below the players and everything else in between.
    • Monsters now recognize a players Y coordinate and adjust their layer depth to create a 3D effect. Basically the Player can now walk in front of the monster and behind it.
    • Player Stats. (STR, DEX, Attack Speed, Armour, Evasion, etc)
    • Level/XP system.
    • Save slots. (3)
    • Achievement System.
    • Arena Battle system. (1v1, 2v2)
    • Ranged Attacks and Spells.
    • Buff and de-buff system.
    • Add Monster AI for Path Finding, Attacks, Skill use.
    • Prevent Monsters from spawning on top of solids.
    • Add a respawner after Monster is killed.
    • Beastiary.
    • Equip-able Items.
    • All audio.
    • Name bubbles above players/npc.
    • Questing framework.
    • Update the To-Do list.

    Vladoss(Inventory), GeometriX(Global UI), smitchell(Shops), Kyatric(Drop Rates), Minor(Array Loading), Magistross(Array Picking), HeartBeast(3D Recognition)

  • Thank you, I'll try out the capx tonight when I get home.

    Edit:

    Beautiful, eli0s I will start working on implementing this into my game right away!

  • Hey there,

    I've done an extensive search of the forums and read through the manual a few times now but I can't seem to figure out how to implement enemy AI. Basically, I added Line-Of-Sight and the Pathfinding behaviour to my enemy sprite. When a clear sight was found on my Player X/Y then the pathfinding behaviour would move to that location. At least that's what I tried to make it do.

    The enemy never seems to move at all. I thought maybe I have to control the 8-direction movement behaviour but that's beyond my abilities, I think. Has anyone gotten enemy movement to work and can shed some light on how I should handle this?

    Thank You