Kisai's Recent Forum Activity

  • That's pretty nifty! Although changing the color of the player doesn't work.

    Apart from that it looks like it could be fu-DAMN TURRETS.

    Also I noticed you've got 6 frames for your jumping and falling animation, did you run into any problems when doing that?

    Mine decides to only show frame 1 or 2 (depending on how it's feeling) of both animations, unless I use the set frame command, then it just displays the first.

    Edit: Last thing, you ever considered using box.net? Doesn't have those annoying wait times and it has a good interface so you can update files easily.

    Thanks! ^^ And no, it doesn't yet because I haven't properly progrmmed the changing of the characters yet. Might be the next thing I tackle after I program the "Abilities" and "Cheats" portions of the menu, and once that's all done, I might finally go onto programming the main gameplay I've had in mind. I'm just getting this menu stuff done first since that's probably going to be the hardest part for me. ;_; Also, those turrets were meant to help me test the feasibility of me creating player health... Notice that for some reason you can only really be harmed by the bullets if your back is facing toward them. No idea what's going wrong in the collision detection there.

    And the jumping and falling animation tends to be a bit glitchy. I've seen instances where at the peak of a jump, he'll revert to walking animation, or that the walking animation will sometimes freeze and he'll be stuck in a standing position. I gotta figure out what's causing these glitches. But... it doesn't even play the full animation for you? o_O Really? Geez, I really gotta try and pinpoint that problem... This n00b still has a long ways to go... ;_;

    Box.net? I've never even heard of it. ^^;; The only one I really knew of was megaupload.com. I'll have to see what box.net is like then. ^_^ Thanks.

  • I guess you can't edit your post more than once... And thanks for the suggestions, but neither of those are capable of doing what I had in mind. Using Global Variables, I DID end up figuring out a way to get the inventory system working EXACTLY the way I intended. ^_^ Check it out! I'm quite imrpessed someone like myself was able to get something like THIS working at all. The items are shoved into the ivnentory in the order of acquisition, and if you use up all of an item, that slot becomes empty and can be filled by that same item again, or an item of a different type. ^^ All as planned.

    http://www.megaupload.com/?d=K200BCR6

  • Awesome. ^_^ Spiffy. Glad to hear that. Thanks. ^^

  • Could it be possible to allow Construct to use other languages? Obviously, this just comes in the form of whatever strings and text you have in the game, but I noticed that upon trying to do that, be it an event sheet telling a text string to say something in another language, or weather editing the text string directly, it always just comes up as "?????" and stuff. Are there any thoughts of allowing Construct to be compatible with other languages in the future?

  • Remember that long-winded topic I made about what kind of menu I wanted to make? No? Well, I had to make one by myself anyway. I'm wondering how anyone else would've done it. Is the way I've tackled it okay?

    Furthermore, I'm wondering if anyone can explain why my animation sometimes glitches up. I have no idea why sometimes while jumping, the character will revert to walking animation, and sometimes, while messing around, there can be standing animation while walking. And the frames seem glitchy in the first place, like it's not really playing smoothly. I have no idea.

    About that menu, before I try tackling "Items" and "Abilities"... if you try the .cap, you'll see how I have all the menu selection done via variables and using text as the physical placeholders. I'm going to use text for the exact same thing for "Items", and have a certain number of preset places for that. Like, for example, two seperate strings of blank text, representing two item slots that are empty.

    But I have no idea how to get the game to remember a certain order of items acquired. Let's say for example, I DID have two blank strings of text as physical placeholders for items... and the player picks up "Potion"... How can I have it so that the FIRST text placeholder says "Potion", while having the SECOND placeholder text say "Antidote" or something if "Antidode" is picked up afterwards? Or vice versa, depending on item acquisition? How can I have the game not only display the text placeholders properly, but also FUNCTION properly? I'm guessing using Global Variables in some tricky manner or something... (As a side note, can item re-arranging be possible? Like, say if the player wishes to organize the items, or have them auto-organized? Probably getting even more complicated going that route...)

    That's all I had to ask really. "Why are my animations screwing up?" "How can I go about adding a typical RPG-ish item menu?" and "How would you have done this sort of menu, or is it okay as is?"

    P.S. I just thought... What if you have a Global Variable for "Potion", whose default variable is 0... and an "Item" Global Variable whose default variable is 0... Player picks up "Potion" item... "Potion" Global Variable is added by 1... to represent how many... and "Item" Global Variable is added by 1... Telling the game... "Make the Item 1 slot text say 'Potion'." But then, you'd have to specify to the game... "If 'Potion' greater than 1, AND 'Item' equal 1... Make the Item 1 slot text say 'Potion'." and so on for all the other items and quainities thereof...

    http://www.megaupload.com/?d=NJYSLAGT

    Z = run/cancel, X = jump/confirm. Very NES-ish by design.

    Warning: Trying to change to Full Screen or Window will make it crash, since apparently, so far, Construct cannot allow for resolution changes with Modal Layouts.

    Also, upon further testing for customization, wanting the ability to change the window and border color seperately, you can change the color of the menu with Q. W, E, A, S, and D keys, With QWE raising the RGB values, and ASD lowering the RGB values.

    EDIT: Oh gosh damnit, right after making this post, I go browsing at my leisure, and almost immediately find this:

    That movement with the scrolling and objects is EXACTLY the kind of thing I was going for with the cursor movement and menu selection pop-up in my .cap right there. I wonder if I should try re-wiring the thole thing so that the text and cursor move with sin movement or something... It'd likely be over my head or something though... And maybe unessecary, but I dunno. I'll wait and see what others might have to suggest.

  • I'm sorry, but I just had to ask, since it's bugging the hell out of me...

    Am I the only one on this board that finds this thread insanely offensive and sexist and insulting? I'm in the minority here? Really? I guess I shouldn't be surprised, really...

  • Um... Construct's SUPPOSED to be able to go into fullscreen even with a Modal Layout up? Oh... I thought it wasn't supoosed to be able to do that... Alrighty then. ^^

  • I found out what the problem was. I had it change fullscreen/window in a Modal Layout.

  • I normally don't use "WTF", but... WTF at this whole thread. And...

    [quote:3p5892a9]Will it have built in engines for quickly making games such as Animal Crossing and Ninendogs?

    ...That seems random to me. There isn't a connection to you, is there?

  • Every time I try to change my thing to full screen mid-gameplay, it seems to crash. I tried doing that with a blank, new project, and it worked okay, but with my current project, it just... blows up. Any idea what would make it crash?

  • Set the time scale to 0.

    I've done that at the same time as creating a Modal Layout object, and it had the exact same effect as without setting the time scale to 0.

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  • Well, for the thing I'm doing, I used a Layout object and had it set to Modal. Then I had a global event that created the Layout at such and such X and Y coordinates.

    Basically, whatever you have that Layout object link to as a Modal can function as a pause menu I've found. Just make your menu in whatever layout it links to. You can create events in that layout to "close layout" and junk to make the Pause menu disappear too, I've found.

    Although, if you've seen my thread on this board, I know hardly NOTHING about programming, and you probably shouldn't listen to me. ^^; And as far as making a menu, well, you can see I DEFINITELY have no idea.

    But as far as pausing with a Layout object like that, I've found it kinda glitches up the events a little, and I mentioned that on this board before. Say you have a turret shooting bullets. If you can pause with a Modal Layout like that, and pause repeatedly, it kinda screws up the natural time it takes to spawn a bullet. But then stop pausing repeatedly, and it spawns bullets just fine.

    Apparently that's a bug from my understanding, so if anything, it'll likely be fixed and I would go ahead and pause with a Layout object anyway.

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Kisai

Member since 12 Nov, 2008

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