VonFirflirch's Forum Posts

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    Still chipping at this thing.

    I adore games with multiple playable characters, so I couldn't resist implementing that feature before things that might actually be higher on the priority list ! I'm also a Kirby fan, so it had to be Meta Knight (his sprites were taken and edited from the Spriters Resource) ;)

    It's most likely going to be like some of the Kirby/Castlevania games : Main character is versatile, the others are specialists/gimmicky.

    I can't wait to come up and add really stupid secret characters, though that's waaaaay later down the road, I'm getting ahead of myself as always x)

  • Turns out, it WAS some kind of bug and is going to be fixed.

    Ah, one less headache to worry about x)

  • I can probably debug it, if you wanna share the project privately I am on discord ant#4434. You can't really complete the game with that kind of bug existing.

    I definitely can't, yup x)

    I think I'll give it another go myself, I should probably make a smaller project from scratch, getting rid of all the fluff that actually seems to work, and see if I can reproduce the issues.

  • You've got a lot of function within function stuff there for just spawning an enemy hehe. Because it's in French also difficult to decipher but if it spawns the enemies on collision with the next zone I don't see why it would break.

    Sorry about that, I tried adding english comments on the fly but...! x)

    But yeah, welcome to my world, I see no reasons why this breaks at some point when it works fine at first, but it does (sometimes) and it's driving me nuts x)

  • This might be a bit obvious but I guess it's not really, check that you're not loading an old save slot or a different one to the one you are saving to. I can't guess where it would go wrong, if your enemies spawn based on logic that happens as you enter the next room. Is it a new layout? Show a screenshot of the spawning logic for the room.

    This took way too long, sorry. My internet decided to go on strike for a bit.

    It's all on several big layouts with Tiled backgrounds (called "Zone") clamping the camera, acting as rooms.

  • You should check if the issue can happen without load/save feature by entering the room a bunch of times, then it is down to your own events. The load will load the game at the state it was when you saved, if you set the enemy variables later on then it should have no effect really.

    I did try that, but it really only happens after a load. I'll just keep messing around with it, hopefully, eventually, I'll figure something out.

    Thanks for the advice, anyway.

  • I like to think my game runs just fine, but lately, I've gotten completely stuck. You see, whenever my player dies, I want the game to reload the last save... and that's where things get weird.

    Watch the video below, I save the game, walk into a room and everything works as intended. For your information, every enemy except for the last plant monster uses the same object, it's nothing but variables that dictate the sprite, the hitboxes and behavior they take.

    After a death, the game reloads my save and re-entering the room suddenly makes every enemy use the same sprite, the hitboxes all get pinned to just one instance (I get hit by nothing after the second death) and the weirdest part is that things sometimes fix themselves. It's inconsistent.

    And by the third death, the last enemy's bubbles start acting up. Things that should only apply to the newly created projectile affect the previous ones as well.

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    I'm drawing a blank, so I was wondering if there were any beginner's traps I should know about, when using "save" or "load". Or maybe someone ran into similar issues, and knows what kind of silly mistake can cause this? I like to think it's not just me forgetting that I added the "No save" behavior to the ONE thing that breaks it all, but...

    Sorry if this is rather vague, but I'm completely stumped myself.

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    Just a continuation of the previous one. I've been feeling more motivated lately, hopefully that fire won't die down any time soon!

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    I've restarted again. I really gotta stop doing that someday! ;)

    It's some kind of silly Metroidvania project.

    I've just finished working on the map system, although I have no idea what causes a whole line to be skipped on the map, as seen at the end of the video. Hopefully it's some kind of bug on Construct 3's end, otherwise I don't know where to start xD

    Edit : I found the solution. I had been an idiot and had forgotten to compensate for something. Works like a charm now. One less headache in my way x)

    Some concept art thingamajig :

    deviantart.com/vonfirflirch/art/Merrie-s-Christmas-827952100

  • newt

    I see. I don't believe my computer is super advanced, so I'll go by that rule, then. Thank you :)

  • As someone without much knowledge on this kind of topic (I jus' wanna make some gamez, awrite! ;) ), I eventually came across that one "Dont waste memory" article on here and, as a result, I've started to worry a lot over some of my own choices that could perhaps be more efficient, but I keep asking myself if I might be overdoing it or simply worrying too much.

    Is there some kind of threshold for memory usage? Like, "if I go beyond this, most players will witness performance issues and whatnot". I don't intend to make mobile games and I use low resolutions, so I believe I should have a fair bit of margin, correct? But still...!

    I'm assuming it really depends on a whole bunch of things, but if there is some kind of constant or guideline or something... I'd like to hear it. Maybe the Scirra guys have already covered it and I happened to miss it?

    In any case, thank you for your time. Have a nice day.

    ...Or night?

  • Currently developing original character sprites for my fighting game project in construct 3. Here's what I have so far.

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    Good luck with that! On top of making nice animations, there's also the absolute headache that consists in making sure everyone is properly scaled : for example, if a character's head is even slightly bigger than someone else's, it drives me nuts xD

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    Holy shish, she's moving, and she's changed a fair bit, too! Bless that Onion-skin feature! ... although the Sprite Editor wasn't feeling as cooperative as I would have wanted.

    Pretty rough, not even fully finished, either, I'm too impatient, but as far as first tries go, it could be a lot worse x)

    Especially since I'm no drawing master to begin with : I'm basically running without knowing how to walk ;)

    This would make a decent title screen for my platformer, it's got everything : the heroine looks uncomfortable, the way it's animated kind of makes it look like she's holding back tears, too. And the roughness pretty much sums up the game, and myself as well ;)

    I've been feeling semi-motivated lately, then again, being on vacation helps! x)

    See you next year! ;)

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  • You already have the main skill (drawing), so, if you need help in anything else, just ask us =)

    I also hate RPGs with random battles too. Just keep going and you`ll eventually finish it.

    Thank you very much for the encouragement :D

    I'll most likely stick to doing it on my own, though, at least for now, I'm a little too slow for teamwork ;)

    Personally, I actually don't mind random battles, as long as the fighting mechanics themselves and everything around them (enemy formations, etc.) are fun enough, which I can't say for too many RPGs I've tried... Hopefully I don't mess THAT up! xD

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    Dabbling in the world of RPGs... Wish me luck, I might be biting a fair bit more than I can chew x)

    I really hope I can succeed at making this, thing is, I'm not that big of an RPG fan, so it's basically my attempt at making one for me specifically, by trying to come up with fixes to my issues with the genre. At least in the gameplay department, I suck at stories xD

    Mostly trying to get rid of as much randomness as possible before fun starts taking a hit in my opinion, making sure the player knows about damage formulae, what goes into the attacks and targets enemies choose, letting the player change their mind on how they build their character's stats and skillsets with no unnecessary penalty, etc.

    Gameplay-wise, I'm making it to be more or less a cross between Paper Mario and Etrian Odyssey, you explore turn-based, puzzle-filled dungeons full of powerful enemies like the latter, and fight them with action commands, badges and low numbers like the former.