Vilehead's Forum Posts

  • hehe look at this new found

    <img src="http://www.arkham-development.com/html/main.jpg">

    http://www.arkham-development.com/

  • After like 3months of using Construct i am stuned and saden by how small progress ive made and how huge my own limitations are. That being said, i find myself unable to develope any game of my design using Construct.

    This topic is preety much my last hope.

    The list of the games is quite large but at the moment i am focused around more modern dungeon crawler.

    I do all the graphics, models, sprites, animations, the system, storyline, basic stuff in construct. My friend Ozi is responsible for all the SFX and music.

    what you have to be capable of:

    codding at least a working save system. thats the current minimum.

    I dont flood people asking to solve my problems. I ask for help at the very end when i find myself absolutly unable to solve the problem. So this is preety much a part-time job.

    I might sound cool and dandy but i am actualy quite desperate and miserable. Construct was my last hope for fullfiling my dreams. And now its over. I dont know any other engines plain enough for me to understand and work with as Construct. And Construct has just droped from the list too. So i am in a dead-end.

    I hope somebody will be kind enough but i dont expect anything. I am a man of small faith in other people. But words dont cost anything.

    Please, help me.

  • [quote:3bng317c]I probably should have told you that "S" stands for Superstructure in this case, so it would have been easier to track down. Here's the thread for the plugin:

    It's not that easy to get into either, I know I'm not using it to its full potential myself yet, but it's a very useful plugin and lucid's explanations are also very detailed. Not sure if it's still in development btw, but it's very useable in its current state.

    in the middle of the opening post ive found myself under my bed sucking my thumb.

    after ive read the whole thing my brain melted thru my ears and now i am a human vegetable.

    on serious note... this is propably where my adventure with Construct ends.

    Need to put my game on hold till i will not find someone capable of helping me... thx PR. Better to know the truth now then find it after another 6months of developing.

  • [quote:3tgvh0w9]i barely use array for storing stats informations. i just cant imagine something i havent seen before and array currently exists only in non-visual form.

    i know that PR. its just that - some things can be learned by some but theres not a singel thing that can be learned by everyone. just like pigs dont fly heh

    well i am the pig in this case :\ and no, i am not proud of that...

    [quote:3tgvh0w9]

    2. Load your level from file into a single layout. This can be done with arrays, hash tables, inis or the S plugin. The last two mentioned options are favorable in most cases. Of course this will require a level editor. So it's more work to begin with, but it will pay off in the long run.

    Never heard of S plugin before and when i try to search the forums it says that this sentence is too common. can someone provide me with a link to the thread about this plugin? i would be very greatfull

    [quote:3tgvh0w9]3. Procedurally generated levels. Most notable would be the Perlin noise plugin. Apart from that you need to rely on your eventing and math skills. This option won't be feasible if you need to specifically design your levels of course, as they'll be created in "controlled randomness".

    well every level in my game is randomly generated with a few guidelines and my life would be so much easier if the player could visit one map just once. then i would just reload the very same layout but with diffrent settings. but i want the player to be able to go back and revist previous levels. and this is what couses me the troubles.

    about perlin noise - seen that plugin in action and ive been stuned. still though, the game uses pre-made tiles for map graphics so i cant really use perlin in this case.

    oh well, so it apears i am stuck with the hand-set levels :\ at least till a miracle happends and one day ill woke up being capable of understanding array/file based levels.

    i have my hands tied anyway currently because of this thread

    But thatnk you PR for you helpfull replies

  • i understand everything but my questions are still left unansweared.

    i cant find a walkaround as long as i dont have enough information about the obstacle.

    which i dont.

    i belive those"

    [quote:3qn2ac2k]Whats wrong exactly with save/load?

    Why and how behaviours colides with save/load?

    What are the effects of this collision?

    How to avoid problems with this issue?

    What and if there are any alternatives for save/load?

    and why a broken feature is NOT disabled???

    are still valid

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  • > the best solution that comes to my mind would be Construct creating layouts with pre-determined values at runtime but i am preety sure thats impossible at the moment.

    >

    That's basically just loading a level from file, which is very possible and definitely the way you should do it.

    This topic seems to come up quite a lot lately, maybe you should have a look at these threads:

    http://www.scirra.com/forum/viewtopic.php?f=3&t=8216&start=0

    http://www.scirra.com/forum/viewtopic.php?f=3&t=8187&start=0

    Thank you PixelRebirth for your reply.

    Ive checked both topics but they left me clueless.

    Level editor? thats something beyond my capabilities i barely use array for storing stats informations. i just cant imagine something i havent seen before and array currently exists only in non-visual form.

    Is there an alternative way for this?

    Bear in mind - its not being lazy. I am just not able to wrap my head around arrays. And i havent started using Construct just today. thats just beyond me.

  • You just couldnt hold yourself Newt. Like always.

    At first ive wrote a huge reply but now i deleted it. No point in arguing with you. its like talking to automatic secretary. i will waste my time trying to make a point but i will not recive anything in exchange. just the same old loopped "construct is in beta", "dont like it - dont use it", "search the forums" answeares.

    You are literaly numb and deef for any kind of perspective and views beside your own and similiars.

    Besides, you havent even bothered to answear the OT and my questions.

    so maybe instead of being plain rude and off-topic you can contribute something to this thread?

    Same questions still unansweared.

    Whats wrong with save/load?

    Why and how behaviours colides with save/load?

    What are the effects of this collision?

    How to avoid problems with this issue?

    What and if there are any alternatives for save/load?

    and why a broken feature is NOT disabled??? its like giving a free gun with X propability it will explode in your hand! and theres not even a simple warning!

    EDIT:

    [quote:ym68ji4p]"as it's doubtful that the bug with behaviors will get fixed."

    vital engine element is broken and it will remain broken? why? do you have some official note on that? why youthink so?

  • not to turn this topic in complaining fest but i havent even knew that load/save is broken or buggy until now O.o i was sure it works just fine.

    Why load/save have problems with behaviors? its a major flaw as both behaviours and save/load are a very vital elements of game made in construct.

    Is there an official note regarding this? or any details? because, seriously "quick save/load doesn't work well with behaviours" is not much informative. So like what? it works half of the time? or at random? how to avoid problems with this?

    seriously instead of that biased Construct trailer, someone should make a list of messed up features in Construct. At the moment i am getting more and more tired of Construct as every month i learn about new feature that doesnt work or is bugged, just in the middle of game deving so my work is made into waste as i am forced to rework the game in order to avoid new arised "bug point".

  • Hi guys.

    At the moment i am working on a dungeon crawler and by biggest problem is how should i handle maps? Especialy as i will propably need loads of them and each is more or less randomly generated but player is able to go back and revisit previous map/level.

    Methods that currently comes to my mind are:

    1. Make hell load of layouts and copy/paste needed layout sheets

    Its very strainght forward but i dont know if making hundreds of layouts by hand is something i am interested doing...

    2. Use one layout as "base" and store the information is array and by "changing levels" i just reload the map with diffrent array

    Sounds great but i suck with arrays soooo bad that i cant even wrap my head around storing the array info - left alone the rest.

    3. Use one layout for all maps where one layer is one map

    Seems pointless as i will have to do exactly the same like in point #1 but with layers instead of layouts and even making the previous layers "invisible" will propably slow down the PC

    the best solution that comes to my mind would be Construct creating layouts with pre-determined values at runtime but i am preety sure thats impossible at the moment.

    any ideas? thoughts?

    Its also quite crusial for me as i want to use few difficulties settings and the numbers of layouts/level based on it (e.g easy dungeon: 50 levels, medium:100, hard:150). I would just make the top number of layouts (150) and then just make an event corresponding with difficulty setting should the game end at 50, 100, or 150th level BUT the dungeons has diffrent kinds linked to they number/depth, like lava, tombs, caves ect ect.

    As always, if i made anything unclear please ask me so i clarify.

  • [quote:1x9os045]Thanks for compiling the list- most of the times it was a big chore browsing through the tutorials topics to find the stuff you wanted.

    fixed that for you heh

  • [quote:jmtnebom]Be advised that trying to remove an attribute with that action does nothing as it is not implemented

    thats lame. so its almost a dead feature as you cant modify it =\</p>

  • thank you very much

  • someones been playing Recettear i see =)

    good idea. theres not many games of this type

  • I dont know if its bug or just me but i can add only the atributes that are already used by an object.

    So for example, if i have 3 objects and i want to add a "solid" atribute to one of them but none of them has it at the start then the "solid" atribute just doesnt show in event menu. Only the atributes that are used are displayed.

    I am asking because i am working on my own dungeon Generator and i drill tunnels remotly with an objects. So basicly i want the tiles to be created, then the "drill" then when drill work is done i want all the "tiles" objects to gain "solid" but as i said - it wont let me.

    any ideas whats going on?

  • Here's some new screenshots of Talbot's Odyssey

    PS. We're on indieDB too here's the link: http://indiedb.com/games/talbots-odyssey-part-i

    i am seriously sooo jelous of your graphics designer/artist right now *_*

    this really looks pro