Voulk's Recent Forum Activity

  • Hey Sacred,

    Start here: https://www.scirra.com/tutorials/892/multiplayer-tutorial-1-concepts. There is quite a bit of setup, and it can take a while to learn all the ins and outs but it's worth it once you get the hang of it.

  • Something like: round(your_number*100) / 100 should do the trick (make sure you get your brackets in the right place). Times it by 10 if you want more than 2 decimal places (so, to make 1.23456 into 1.234, switch 100 in the above formula for 1000).

  • No problem. Glad it all works

  • Phew, that was a tricky one.

    This will need to be tested quite comprehensively but I'm not seeing any issues so far. Here's how it works:

    1. We are now storing the Music Type of the enemy when deciding which is the lowest, we're going to use this in a bit.

    2. We have added the 'pick all enemy' block. What this does, is removes the 'must be in spotlight' condition we started with, so that we can test enemies outside of it.

    * Any that don't have a matching UID (That is, they aren't the lowest) will stop pulsing.

    * Additionally, this loop will stop any other music types. This has the advantage of keeping the 'green' sound if you mouse from one green to another without a space.

    Off-screen you want to keep the current Else block you have also, since that will trigger when we have no enemies selected at all which is something we still want.

  • Yes, I think I've worked out what's going on here. Correct me if I'm wrong, but I believe that you are getting the 'double pulse' when you move the spotlight off the lowest enemy and onto another with no gap between them. So, if the two enemies had the same Y coordinate they would overlap (See below):

    This is caused by your 'Else' function which disables the Pulse effect. The Else function only triggers when the condition: "Enemy is overlapping Spotlight_Detect" is false, but because there is no gap in between the two, it never triggers. Therefore, the first is still pulsing because it was never told to stop, and the second is pulsing because it is correctly the lowest now. In fact, the first is no longer even in the loop because it's no longer in the spotlight. That means we have to deal with it in another block. This can be a little tricky so let me take some time to think about it.

  • I'm not able to duplicate your problem on my end. If you don't mind, you should attach your capx.

    P.S. Don't worry about calling the highestY variable. It is only used in the loop. Think of the UID variable as the 'result' we want from the loop, with the highestY variable just a means of getting it.

  • Sure thing. If you have some trouble, make sure you print your screen. It'll really help us work out what you're doing right/wrong.

  • You might need to right click and 'view image' to read the comments correctly depending on your resolution.

    Try something like this on for size. This will pick the correct enemy for you to play your pulse and sound effects at. Those shouldn't be too difficult for you to implement. Hint: The 'Play by Name' audio combined with Enemy.Music should give you an easy way to play different sound effects for different enemies.

    Let us know if you get stuck.

  • Hey Radioteque,

    Let me make sure I understand you here. You must have a setup somewhat similar to this:

    Pretend my black stars here are enemies. You want the lowest (i.e. closest to the bottom of the screen) enemy to trigger a pulse effect and play a note when it overlaps with the spotlight. Is this what you mean by 'lowest instance'?

  • Yeah the difficulty shouldn't be too much of a concern but because the first experience players have are against another person I think there's a certain expectation to have some idea of what you're doing before you load in (no practice matches / tutorial yet to get your feet wet!). As developers I think we have that fixation on making sure our game is well understood so players don't feel lost.

    The graphics were placeholders from all over the place. I think I'm about half way through replacing them, so we should be good by the time of the demo. (2 and a half weeks to go!)

    On that note. Our first completed character!

    Complete with character info sheet (these are shown during character select to remind you of what each does):

    Red is an entry level character that's powerful, but easy to understand and play. After turning to meditation to subdue his aggressive instincts, Red became a fierce protector of his tribe. Beware his close range stun effects. Anyone holding his shield becomes a less appetising target, taking less damage from all sources. His Phantom Mega Skill gives him sleight of hand, ghosting across the battlefield to come to the aid of his allies while his Ring of Earth Mega Skill changes the battlefield itself, trapping in a foe, or blocking access to an ally or objective. Red is the leader of the Dawn Spirits faction.

    As always, feedback is appreciated!

  • Today I've been working on a 'Learn to Play' guide for the game. There can sometimes be a bit of a learning curve with strategy games, and anything that can soften that is a win for me. As always, feedback is welcome.

    1. Build a Team

    You will start each game by selecting a team of 3 characters from a larger pool. Characters might complement each other in different ways and this is often where a skilled player will begin thinking about their strategy for the match. Character descriptions are provided to help you choose.

    Easy characters to play are highlighted in purple to give newer players a strong team out-of-the-box.

    2. Moving, Attacking, Skills

    With a team selected you will load into a randomly selected map. Everything you do for the rest of the match will revolve around your three core actions: moving, attacking, and using skills.

    Movement: Each character is given movement points at the start of each turn based on their SPEED stat. Each movement point allows the character to move one tile in any direction.

    Attacking: Once per turn, a character can perform either:

    • > A basic attack: Dealing damage based on their ATTACK stat.
    • > A kick: Knocking the target back one tile.
    • > A skill: Described below.

    So, in any given turn, each of your three characters can both move, and either attack or use a skill. These actions can be performed in any order (however there is no undo!)

    Skills: Each character has four unique skills that can be used in place of basic attacks. Skill effects can vary wildly, from simply dealing bonus damage, to inflicting status effects, to summoning giant walls or coating the battlefield in lava. Skills may have cooldowns (requiring you wait several turns before re-use) or an energy cost (an attribute similar to mana).

    3. Mega Skills

    While two of a character’s skills are usable from the beginning of the game, the other two are Mega Skills. Each team has a Mega Bar that collects energy over the course of the match. When it fills, you will 'unlock' one of your characters’ six Mega Skills for the rest of the match. Which you choose is likely to depend on both your overall strategy for the match, as well as the current state of the game. If you are behind, your Mega Bar charges more quickly, potentially getting you back into the game.

    Mega Skills are much more powerful than regular skills, and often have a huge impact on the game once unlocked. You are likely to unlock three or four of them over the course of a game.

    4. Winning

    There are two ways to win a match:

    -> Conquest: Destroy all three enemy characters. This is a win condition in every single map, and can be a straightforward way to win.

    -> Complete Map Objective: Each map has a unique objective that will offer victory for the team who can beat it.

    For example: In the Forest map. One team is tasked with destroying the Spirit Shrine, and will win if they are successful.

    The other team are tasked with defending it, and will win the game if they can successfully keep it alive for 15 turns.

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  • So, what do I win? planetserve

    I actually agree that restarts would make it too easy now. You could consider making enemies a different colour to the tiles you walk on. I spent quite a while losing a life to that first moving platform because I didn't know it was going to hurt me. It definitely took me a little while to get used to almost everything being one colour.

    Thanks, that was a brutal yet satisfying couple of hours. Definitely the hardest platformer I've played. You have some pretty tricky mechanics up your sleeve.

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Voulk

Member since 26 Feb, 2015

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