Wrangler's Forum Posts

  • CAWithey Oh wow, we're making very similar games indeed! I originally set out to create something akin to the early Legend of Zelda games, but as my design grew and I kept adding bits and pieces of features I realised I had more of an RPG/Action Adventure hybrid on my hands.

  • I've added a new post to the devblog. Work is taking up 95% of my spare time at the moment, so progress is slow.

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  • This is how the dialogue looks; the name plate changes depending on who is speaking, as does the portrait. Props if you get the film reference too ;)

    <img src="http://i.imgur.com/JuL2p.png" border="0" />

  • I've uploaded a teeny tiny preview of the game here. There isn't much to do, but you can walk around and see a few things. The 'e' key is for interacting/dialogue!

  • Drillfoot Thank you :) I've yet to get that HUD to function properly, but I'll get it done sometime soon.

    sman118 I was amazed at how much more atmospheric it made the dungeons when I put an 'Adjust HSL' effect on the scenery layer and toned down the luminosity just a tiny bit.

  • A couple of beauty shots today. Sadly my job is taking up a lot of my time, so updates are few and far between.

    <img src="http://img33.imageshack.us/img33/7508/854ef9f213b744a7ad763bd.png" border="0" />

    <img src="http://img40.imageshack.us/img40/3401/db6abf0ab8004d728b173ae.png" border="0" />

    What do you guys think of the art style of this crypt?

  • firebelly Like I said, most of my problems are due to me not knowing the proper workflow for Git. I didn't know that a baseless merge existed up til now, but it makes perfect sense. For clarification though can I ask, we should both be working on the same 'development' branch, comitting directly to that branch?

    msv0001 Thanks for letting me know, it seems that link I've been using was telling me the completely wrong way of going about things.

    I'm determined to get it working, so we can all have a good working example of how to use Git for Construct 2.

  • msv0001 For now I have 3 types added to my .gitignore:

    *.uistate.xml

    *.capx.backup

    *.capx.backup1

    This has reduced almost all of the conflicts; the last one is the main .caproj file.

  • Thanks for replies, I'm going to have a little poke around and see what I can find with this. I'll post a follow-up about it later.

    Edit:

    Ashley

    The last conflict I'm getting is in the main .caproj itself, I take it I'll have to manually sort out conflicts with this?

  • Okay, I'm new to version control, and have been using Git as my preferred method. Everything worked perfectly when it was just me making commits (I assume because there would never be any conflicting files), but as soon my friend tried making commits the problems started. Conflicting files and Detached-HEADs galore.

    In short, I don't know what I'm doing and I need some help, specific to Construct 2 and in general with Git. I know I need to add files to the .gitignore file, but I'm not sure what ones to add. A specific conflict we are having is with a layout.uistate.xml file; can I add this to the .gitignore, or is it vital for Construct 2?

    Can anyone help me out with this, because it is absolutely vital that we use some form of version control, as Dropbox isn't a suitable alternative.

  • I've been having a lot of issues with GitHub for Windows and Construct 2. I'm guessing that a lot of it is down to me not knowing how to properly use it, but I'll explain what issues I'm having:

    This is the method I've been following, along with the other guy in my team. We've got our main development branch, and both have our own branches for stuff we're working on. When we try and merge a branch into the main Development branch, it complains about conflicting files and refuses to merge.

    Are we supposed to avoid working on say, the same layout, at the same time? It just doesn't seem to ring true to what I expected Git to work like.

  • Okay, a bit of a longer and more insightful post.

    I recently picked up a temporary position at a toy shop so I've had precious little free time lately. Just before I got this job I made the decision to scrap most of the systems I had in place for Dungeon Buster as they were hopelessly convoluted and the more I added to them the more they came apart at the seams. I took a much more methodical and modular orientated approach to how I designed and implemented things. As a result I now have a fantastic dialogue system that I'm quite proud of, amongst other things.

  • Whew, this isn't dead! I've been busy lately. I started from scratch with Dungeon Buster, as far as mechanics go anyway.

    <img src="http://i.imgur.com/9HlQs.png" border="0" />

    <img src="http://i.imgur.com/ywLg4.png" border="0" />

  • -Snip-

    My browser was being retarded.