Gearworkdragon's Recent Forum Activity

  • Oh cool I wished id known that many year ago. I remember having to do the counter by manual as in frame count to change the next number it was crazy.

    But yeah Im having a new problem The save n load works fine For one time and then it start to lose it text ....load buttons.

    Im confuse to why its doing that. If any can find that one.....Why would it work once but then falls apart. here the capx. https://www.dropbox.com/s/wzyv39sn5prhq ... .capx?dl=1 It will auto download. Note: the battle isnt ready yet so dont go testing it lol

    Oh And Id like to ask for input for the music volume if you guy think its too loud ?

    The save n load function is being weird on me. The codes are on Start menu, UI and save time event sheet. and yes I tried to separate them to make easier of finding.

  • hey while the topic is hot How in the world do i delete the save state in teh first place Im testing out the save function and now its stuck with the saved stuff and i cant resave to see the changes or know where in the event that I need to change

  • i love both of you guy example and I will use both in a way but i have to ask what does the Percent sign do in java math ?

  • Such as this if ive been playing for one hour and then hit save id like to see a load and that save slot to show up as save 1 : 00:01:00 as in dd:hh:mm ? I dont think Anyone covered that one yet ?

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  • Well I solve the issue with the bag appearing everwhere. I just deleted it and remade it. Although the inventory item was still there so I just slapped a temporary fix of just making that family invisible Even though its not suppose to be on that layout but oh well,

    If anyone can find out that specific fix id hug you a million times

  • Why not add in a loading screen that could be playable until it loads I missed the old interactive loading screen maybe you can do that so that it isnt a boring wait.

  • the other ok button are not being used yet They are going to be the digimon attack to which ever you have but atm its was just set to tackle just for testing purposes and atm i was testing out the item usage and the updater for the inventory. they are just placement. And the run away button is not being used yet. I still need to work on end of battle for all condition.

    its still incomplete and the inventory is aligned just pick up the item and you will see it will align to the bag pack tile-map its really cool and you dont need to pick them up in any order.

    The meat is a gift to give to the enemy digimon to win his/her love to have in your party Sort of like pokemon but instead of just battling it and hoping to catch with a pokeball you simply give it items that it may want and would join your party, I will iron those out if it a distraction to you.

    But like i said its still incomplete and right now im working on core working part of the game. Right now I am stuck on getting the game to know to -1 item in the inventory and keep the saved item order but again the main problem is during battle screen where some of the inventory are showing up and the bag from the UI. Please this part is stressing me out and i have no clue to why its even there in the battle mode.

    Please help if anyone can figure out this stupid bug. ?

  • I have a bunch of little problem I do not know What or why its doing this and yes I am using chrome preview and only that because it is no where near complete yet.

    First problem Is that Once you go into battle mode which is a layout trying to cut down ammount of draw and event read so to speak. When you click on Item About half the time The bug occurs that some of the UI Bag inventory is on that layout? What the heck ? why ? there is no layer representing the global layer in that layout.

    2nd problem is that when you go to choose the attack the UI for the bag Icon is showing up Again its under layer Portrait and shouldnt be on that layout at all there is no layer telling it suppose to be there

    And what weird is that Ive tried added the layer and do on start to make it invisible for the battle....nope did nothing to change that problem.

    Third problem is that When i use persist behavior on the inventory related object and that bag It would duplicate itself onto the inventory space. After the battle ? What the heck how is that possible there only one instance of it unless if it remember the old and somehow place the old item somewhere else.

    I cannot for the love figure out how to fix this god forsaken problem here the capx of it and you might want to lower your volume the music is quite loud.

    Note to progress the battle back on to the game you need to use the meat that you have collected in the game layout. If you guys cant get the bug to occur then I dunno how else.

    https://www.dropbox.com/s/uiwkuhi30rz89ho/digimon-32i7w68qkbjdz-32i7w68qkbjdz.capx?dl=1

    Note it will auto-download. And thank you who ever can figure out. Btw you are welcome to use any code you find in here Im simply making a template at this point.

  • I've always used two variable current hp and max hp being that at the time max hp can be used to be changed if let say an upgrade call for extended life such as 50 more to max hp to total 150 and had it done by if current hp is greater then max hp then set value of current hp to max hp.

    This way you can modify the max hp if you are doing a level up or building better ship etc.

    You can always used the current hp as a hp display alone but the max hp would be the barrier from going over.

  • Ok so ive been using the Construct two tile map editor and I cant help noticing that there isnt a spacer or line drawn to help to know where the divider is when creating a custom image in the editor.

    SO id like to know if there any way a plugin for this to allow image editor to simply Add a like a black line that would show where the space is between each tile atm its really hard to make your own custom one and having to guess where the boxed limited is.

    Anychance there a custom plug-in for this. ?

  • I have a question for you. In this regard in what style of stuff do you want because there really a handful of ways of doing things.

    Like for instance some rpg games in stead of number they use animated sprites for hp . Where in zelda its the hearts that get gained and lost. And other rpg like final fantasy uses number to tell you. I would flesh out a design on paper. And then study the games that has that design and try to figure out on how it is being done.

    I am in the same boat in making some thing similar but like i said each rpg style game has its own way of presenting its way of projecting the game on to the player.

  • Sound like you have a wait command problem try to find the wait command in your event on where respawn and if im right you might have it set-up to wait to move ?

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Gearworkdragon

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