Yaottabyte's Forum Posts

  • Hello, this is a raw preview for my latest project... suposed to be a RPG game, still no name and WIP but is progressing good, enjoy it.

    Here i show my automatic hexmapper and a inventory system... as soon as new feautures added i'll publish them...

    RPG protoype...

    http://youtu.be/34vCEVwlxdM

    All those maps are generated at random by function... as like:

    create_map(terrain_type, density) where: terrain_type can be ("forest", "icy", "mountain", "desert", "swamps") by now... and density reprents tree density...

    lakes and river happens at random too...

    PD: no playable demo for now... (coming soon) intended to be used for PC (via nodeWebkit), maybe in the future launched for android...

  • Hello, this is a raw preview for my latest project... suposed to be a RPG game, still no name and WIP but is progressing good, enjoy it.

    RPG protoype...

    http://youtu.be/34vCEVwlxdM

    All those maps are generated at random by function... as like:

    create_map(terrain_type, density) where: terrain_type can be ("forest", "icy", "mountain", "desert", "swamps") by now... and density reprents tree density...

    lakes and river happens at random too...

  • O thanks xpto...i'll summit a video to introduce to you as well game is going progressing...

    http://youtu.be/34vCEVwlxdM

  • Hello guys, i'm a game designer, i'm working in a big project about a RPG game, still not title but project is advancing quickly.

    I used to programming in CC and i have knowledge in c++, VB, VB.net, between others...

    But i'm not good enought with graphics so i need some one to help me designing NPC, terrain graphics, monster graphics, etc...

    here some pics... coming soon i'll post new video about new things... like auto mapper:

    Graphics need to improve:

    Map:

    Inventory:

    Note: Sorry for my english...

  • Hi damainman, your game looks great, but something lacking and i know this is on working in progress, add some challenging stuff, e.g. enemies should try to avoid bubbles, bubbles should waste, and so on, that little stuff make the game more challenging...

    Great Game!...

    'Go Go maddi' nice name...

    ^_^

    PD: sorry for my english...

  • This is a old thread example but i'd can't find that thread, so there is the cap again...

    randomized numbers

  • thanks zyblade, I used to think so about containers, but still now i just found it useful for creating a group of objects at once, manipulating container members as a whole still I didnt found a way to do that... however containers must to have some other usages...

  • Hi there is an example...

    Lasers.cap

    Get fun!

    PD: Blight looks nice! good job!

    Sorry for my english ^_^

  • Dont use else that too buggy, instead use a structure like and equivalent to C++ switch.

    something like this:

    + MouseKeyboard: Player 1 "fire" is down

    + player: Value 'weapon' Equal to 0

        + MouseKeyboard: Player 1 "upkey" is down

          -> player: Set animation to "fire_up_weapon0"

        + MouseKeyboard: Player 1 "downkey" is down

          -> player: Set animation to "fire_down_weapon0"

    + player: Value 'weapon' Equal to 1

        + MouseKeyboard: Player 1 "upkey" is down

          -> player: Set animation to "fire_up_weapon1"

        + MouseKeyboard: Player 1 "downkey" is down

          -> player: Set animation to "fire_down_weapon1"

  • no matters just use my dummy plattaforms and overlaps yours TB then make them invisible at start... they works as references...

    EDIT: added some tiledBackgrounds to show how use the method with yours...

    EDIT 2: a last tip, to my plattaforms dummies uncheck the plattaform attribute, and check it to your TiledBackgrounds so enemies move over your TBs and use the dummies as references to change gravity...

  • zyblade, robit_studios is right i'd tryed path behavior too but with odd results, i'll try something at home this night(Venezuela hehe) well tomorrow i'll post results...

    EDIT: almost i forgot, robit_studios try in my example, there is a method inside a disabled group thats quite different to sensor method, i'll change methods in my above post check it again!.

    EDIT 2: ready try again my example was updated, ignore gravChangers they are there because old method, now using a new method try to play with plattaforms to get desired results...

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  • robit_studios

    Hi this may help you...

    Stick to Plattaform

    The key is where to put the gravchangers... and you may use the dummyplayer to attach your real player or enemy sprite...

    there is another method if you dont like active one...

    PD: sorry my english...

    ^_^

  • Hi sorry for late in replay... too much wotk in job... Well I'm using a simple comparison, using a pair of PV ('tile_type' and 'wHeight'), tiletype is used to identify terrain and wHeihgt is a short for world height is used to identify when de/activate blockers.

    These PV's togheter Layers makes the z-ordering system, as follow:

    There is a Player sprite and a PlayerShadow sprite, the 1st is a repersentation of player, and 2nd is really who interacts with blockers and Layers. And there is 2 layers 'BG' (background or ground layer. object and tiles in there should be 0 wHeight), and 'Plane1' (overlapping 'BG' layer for in front objects and/or tiles), so PlayerShadow sprite checks for all tiles overlapped by Player sprite, then checks Y coord of both tile and PlayerShadow, when PlayerShadow's Y is higher than Tile's Y and if that tile is on the same wHeight as the PlayerShadow, then send PlayerShadow to front of that tile, and so on... (The checking is made ascending by Y coord, in order to ensure tile near player head checked before other).

    This is how works system used in World Createor, still need improvement.

    ^_^

    PD: sorry my english.

  • Hi! this is my last project started recently as a tribute to construct and constructors, this is the free World Creator and future RPG engine.

    Still is under development, notice i'm working alone by my self and just for fun, so progress slowly but consistant, well here is a list of feautures and controls for this version.

    • Tileset customizable by external folder.
    • Save and Load maps. (implemented with Hashtable saving loading time and management)
    • Player mode to test map.
    • Z-sorting. (but still needs improvement)
    • Layer system. (currently 2 layers [BG, Plane1], more will be added as needed)
    • Blockers mode, to restrict player movement.
    • Area identification system for more control.

    At moment this are some of feautures about World Creator, still more to be implemented.

    Usage:

    This works at 3 differents modes. 1) Tile mode, for drawing maps. 2) Player mode, to test map (just moving a player avatar testing purpose). 3)blockers mode, to set blockers for marking impasable areas.

    * Tile mode:

    F1, to change active layer

    F5, loads textures from 'Tilsets' directory in the AppPath root directory.

    LMB click, draws a tile of kind currently selected tile (left upper corner)

    RMB click, deletes under mouse tile.

    Clicking over current tile selected, shows tags for all tiles using that 'tile type' and 'wHeight'

    C, clear all 'tile type' and 'wHeight' tags from screen.

    H, toggles visibility of blockers.

    * Player mode:

    RMB click, sets player position to mouse.

    LMB click, move player to mouse.

    * Blocker mode:

    LMB first click, start a new blocker line.

    LMB second click, finish a blocker line.

    RMB click over blocker line, deletes the line.

    Holding CTRL, sets Line's start or end to appropiate corner of tile close to mouse.

    Release notes:

    Still under construction, still a lot of functions and GUi to implement, this release is intended to be tested and i expecting your feedback to improve system.

    Thanks, expect this be fun to test World Creator...

    World Creator v.0.02 Testing

    Give credit to who helped you grow costs nothing [;)]

    ^_^

  • ok im glad to be helpful...

    get fun!!

    ^_^