VonFirflirch's Forum Posts

  • I don't understand your screenshots - why are you restarting the tween for 0.01s when it finishes? And when do you pause it?

    It's possible that when the tween duration is less than a tick (which is 0.016s at 60 fps), then it can't be paused.

    Looping a Tween doesn't seem to trigger the corresponding... uh... Trigger, unlike the Timer behavior, though, like you said, it may be due to the very short duration.

    And after testing, for the Pausing, you were right. At 0.5, it works, also at 0.05 all the way to 0.03. 0.02 and below, nope.

    I imagine it should all be solved once I use the Timer Behavior as I should have from beginning, but at least now I know why it wasn't working and what to avoid if I ever do need that over Timer.

    Thank you for nudging me in the right direction ;)

  • I wanted some kind of Time Trial feature in my game and so after beating a boss, the in-game timer should pause for a bit, letting the player breathe as the game congratulates them and all that...

    Take a look at this function and trigger:

    Nothing wrong, right?

    Now, I eventually realised I simply should have used the actual Timer behavior... but before making changes, I'd like to understand this in case I ever do need it later. You see, the Pause just doesn't happen for some reason (but the deactivated Stop would, so the Function does pick the right object) and I don't get why.

    Does it conflict with the trigger below, given the short period?

    Does it just not work with the Value type of Tweening?

    Is there something to watch out for someone might not think of immediately? Like, a beginner's trap?

    Thanks in advance and sorry if it's a bizarre question... or super obvious and I'm being an idiot.

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  • Side scrolling combat reminds me to "Spirit Engine". Perhaps the combat terrain doesn't match what it seems from top down exploration.

    The combat is meant to be that of Paper Mario. Turn-based, low numbers, enemies on the ground or airborne, equippable badges... that kind of stuff. Spirit Engine looks interesting from what I've googled, I should try it out. Hopefully I'll be able to thank you for making me discover it ;)

    The floor in combat is a placeholder. I haven't taken the time to mess around with battle backgrounds yet. My priorities aren't always where they should be x)

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    I've implemented some new things, but progress has been pretty slow on my end.

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    Lots of arrays, dictionaries, time in general... and I'm still nowhere near done with anything x)

    I watched one too many Paper Mario mod video, making me want to make my "own" take on that... by mixing and matching ideas from a bunch of different other games.

    I explain some more things in the video description directly, if you're interested.

    If you're curious as to how certain things were made, feel free to ask. I can't vouch for the efficiency of the methods I've used, though ;)

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    When I got a license for Construct 2, Paper Mario was one of the first things I tried to replicate... I didn't get very far xD

    I've been in the mood to try again, lately, branching off from another RPG project. As basic as things currently are, it's already kind of fun.

  • No problem, it's fine.

    I was having issues remembering how I did it exactly, so I made a quick example project. There's a LOT of room for optimisation, but it should get the general idea across.

    https://www.dropbox.com/s/ci2djkrsabnopfk/CIrcle%20Menu.c3p?dl=0

  • As Eleanor said, this is an English language forum guys, your posts should be in English going forward please.

    I understand, this won't happen again. Sorry for the trouble.

  • add an english traduction to your messages before the admins warn you !!!

    I got a little too excited over finally getting a comment on here, sorry about that.

  • For rotating menus, I attached icons (via the Pin Behavior) to invisible bars which had the Interpolation Behavior to change size, angle ...

    The menus themselves, moreover, I put the information in a Dictionary (Name, description ...), in keys (0_Name, 0_Description, 1_Name ...). Then, via a Variable which represents the position of the cursor, I access the information. Gender:

    Dictionary.get (Variable & "_ Name") which gives you "Inventory";

    Dictionary.get (Variable & "_ Description") which gives you "Use an object".

    You can combine these things and when the Variable is, for example, at 2, then bar 2 goes to the right angle, the attached icon lights up and you get the value of the "2_Name" key and all...

    Tables can replace Dictionaries, too. It's the same idea, more or less. The execution is different, however.

    There is a System Expression: distance (x1, y1, x2, y2), to calculate the distance between two coordinates (x1, y1 and x2, y2). You can combine that with other tips to make a cleaner jump bow and so on ...

    ... Good luck.

    Pour les menus tournants, j'attachais des icônes (via le Comportement Épingle) à des barres invisibles qui, elles, avaient le Comportement Interpolation pour changer de taille, d'angle...

    Les menus eux-mêmes d'ailleurs, je mets les informations dans un Dictionnaire (Nom, description...), dans des clés (0_Nom, 0_Description, 1_Nom...). Après, via une Variable qui représente la position du curseur, j'accède aux informations. Genre :

    Dictionnaire.get(Variable&"_Nom") qui te donne "Inventaire" ;

    Dictionnaire.get(Variable&"_Description") qui te donne "Utiliser un objet".

    Tu peux combiner ces trucs-là et quand la Variable est, par exemple, à 2, alors la barre n°2 se met au bon angle, l'icône attachée s'allume et tu récupères la valeur de la clé "2_Nom" et tout...

    Les Tableaux peuvent remplacer les Dictionnaires, aussi. C'est la même idée, plus ou moins. L'exécution est différente par contre.

    Il y a une Expression Système : distance(x1,y1,x2,y2), pour calculer la distance entre deux coordonnées (x1,y1 et x2,y2). Tu peux combiner ça avec d'autres trucs pour faire un arc de saut plus propre et ainsi de suite...

    ... Bon courage.

    ;)

  • It's true that looking at it, I miss my old Pixel Mario a bit! One day I will have to try this style again.

    But everything went by the wayside, except the sprites, again sorry. Is there something in particular that gives you trouble?

    C'est vrai qu'en le regardant, mon vieux Pixel Mario me manque un peu ! Faudra qu'un jour je retente ce style-là.

    Mais tout est passé à la trappe, sauf les sprites, encore désolé. Est-ce qu'il y a un truc qui te donne du mal en particulier ?

  • No, unfortunately, sorry. And all the prototypes became either this one or the platformer. I haven't got anything done yet enough for people other than me to have fun.

    If you're craving Mario RPGs, I recommend Bug Fables. It's on Switch, PC and the rest, I believe. If you can tolerate the "indie game not as clean as AAA" side, it's a hell of a game with a lot of content, I liked it enough that I no longer felt the need to do a Paper Mario myself! There is no French version, however.

    Otherwise, I have another video a little more advanced than the one before.

    Non, malheureusement, désolé. Et tous les prototypes sont devenus soit celui-ci, soit le jeu de plateforme. Je n'ai encore rien d'assez abouti pour que d'autres personnes que moi puissent s'amuser.

    Si tu es en manque de RPG Mario, je recommande Bug Fables. C'est sur Switch, PC et le reste, je crois. Si tu peux tolérer le côté "jeu indépendant pas aussi propre qu'un AAA", c'est un sacré petit jeu avec pas mal de contenu, il m'a plu suffisamment pour que je n'éprouve plus le besoin de faire un Paper Mario moi-même ! Il n'y a pas de version française, par contre.

    Sinon, j'ai une autre vidéo un tout petit peu plus avancée que celle d'avant.

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    I've actually made some decent progress on my RPG, lately. It's mostly an attempt at applying Paper Mario's old badge system to a more standard game.

    I gotta say, making a battle system is rather daunting. I haven't even tried to keep things balanced yet, the headaches haven't even begun! x)

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    I'm trying to combine elements from a bunch of games to make my dream RPG.

    You explore dungeons in the old-fashioned, tile-based way, with random encounters.

    Combat at its core is Dragon Quest's "pick commands and watch everything play out (hopefully) as you intended".

    There are lots of Ailments to pester either side, Priority moves that make you act sooner or later and Shin Megami Tensei's stackable Buffs/Debuffs to snowball your way to victory.

    The Etrian Odyssey twist is that you'll come across lots of gimmicks/puzzles and/or wandering monsters that should be avoided and still move while you fight other enemies.

    Besides its single-digit values, classic Paper Mario's Badge system is also present, allowing you to equip new skills for use in battle, using points gained from leveling up.

    Skills come in three flavors :

    -Active Skills : the attacking, defensive or support options you'll use in battle ;

    -Passive Skills : a variety of special effects that will help you out in battle ;

    -Soul Skills : same as Passives, but every playable character has their own.

    Monsters also use skills, so keep an eye out for their crazier Passives that'll put you to sleep when you kill them, mitigate the first hit taken, give them more turns and so on...

    ... man, I hope I'll be able to finish this and make it every bit as awesome as it is in my mind! xD

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    Showing off a couple of new attacks and a new boss. Though, since I like to have fun, I temporarily gave it a twin brother...

    Dumb ideas like this one are probably why it's taking me so long to get anything done on this xD