Kisai's Recent Forum Activity

  • And I know I should get the basics of the battle system down first, but it's hard to figure out how it should go exactly without some visual aid. I'm not sure how big to make the hit boxes without first drawing the frames for the weapon's animation, you know? I know I should get the gameplay down pat, but I figured I'd ask a side-question since I can't make up my mind on how to get that going. Besides, seeing some other examples might help give me an idea for that.

    Furthermore, I'm not even sure how I'd program it at all. @; I almost feel I should ask someone else to help me do the events, but I'm pretty sure if I gave the .cap to them, they'd drown in all the various events...

  • Recommend me games to look up videos for. I'm trying to make an action platformer with a strong emphasis on flashy, awesome fighting. But I have no idea how to make certain things like sword-slashes, hammer hits, arrows, etc. look. No idea at all. I haven't had enough exposure to that stuff to get a good idea of how it should look. So does anyone have any good, flashy, awesome, fighting games I can take a look at? I've seen some people make some cool beat-'em-up effects here on this site too, but unfortunately, I just have no eye for that. ;_; So does anyone have any games to recommend for me to rip-off? er, draw inspiration from?

    CRAP. I meant for this to be in Classic Construct's Help board. ><;

  • Oh... I guess you did. ^^; Sorry. Guess I wasn't reading well-enough. But honestly I start getting lost when I try to put the calculation into Construct. Having to turn everything into variables and whatnot starts getting me confused.

    But I can't seem to master this thing. It doesn't seem like I can get the attack to be modified by anything I put in for the enemy's element, or the attack's. I even put in a few random hundreds for both, and still, it's only doing the base damage. Maybe it's some Construct glitchery?

    Argh, this whole thing is starting to make me look and feel dumber and dumber. Defeated and ridiculed by my own ambitions...

    And... that example .cap... Wow. That is a LOT... And using arrays? That would make things difficult when trying to attack more than one enemy at once.

  • You know, I've been sort of lost on your equation for awhile. Maybe I just put it in wrong or... I'm just being incredibly stupid. For example, I put in...

    Attack hit box:

    Base damage = 10

    Lightning = 1

    Fire = 0

    Earth = 0

    Water = 0

    Enemy defense:

    Lightning = 1

    Fire = 1

    Earth = 1

    Water = 1

    Now, I assume this would mean that the damage given to the enemy would be 10, but after trying it out, turned out to be 2.5. I... think I might've missed something. Did I? Or should it happen like that?

    Then again, your original post had dividing the base damage by 4, but in that second post, you don't...

  • The reason I was multiplying was because I wanted the elemental defenses to be multipliers. Just in case I wanted to do something like have an omni-elemental attack. An attack with all of the elements present. Now let's say we have an enemy who's weak to one element, but resistant against another. The 2x and 0.5 would cancel each other out. And the resistances and weaknesses could continue if the enemy was weak to more than one element, or resistant to more than one.

    I'll try putting in your calculation and see what it's like. ^^; Not very good at math, so I can't even imagine what it'd be like until I put it in. I can't visualize this stuff very well. I'm gonna have to try it out. ^_^;

  • In my game, the player will be able to access a menu and change their elemental attack mid-stage. There are four elements: lightning/wind, fire, earth, and water/ice.

    I wanted the enemies to have a variety of possible elemental defenses. From normal damage, to double damage, to half damage, to zero damage. And in my attempt to to this all in as few events as possible, as efficiently as possible, I gave the Enemy group 4 variables: lightning, fire, earth, and water. Now I didn't have to make separate groups for different elemental enemies, and if I wanted to allow an enemy to have more than one elemental defense, or a contradicting one, I could!

    Just so you know what I planned...

    Lightning weapon VS neutral enemy = normal damage.

    Fire weapon VS fire-resistant enemy = 0.5 damage.

    Earth weapon VS earth-weakness enemy = 2x damage.

    Water weapon VS water-immune enemy = no damage.

    What I tried for the variables was this:

    1 = normal damage to that element.

    2 = double damage to that element.

    0 = immunity to that element.

    0.5 = half damage to that element.

    That was my plan in working out some calculation to handle all that stuff. "Base Damage" is how much damage an attack would be able to do, having given the Attack family a "Base Damage" variable so all objects under that family could have that variable, but modified for each hit box. I also gave that family its own set of elemental variables just so I wouldn't have to make new families for each element either. If an attack didn't have one of the elements, that element would be set at 0.

    Attack.Value('Base Damage')*((Attack.Value('Lightning')*.Value('Lightning'))*(Attack.Value('Fire')*.Value('Fire'))*(Attack.Value('Earth')*.Value('Earth'))*(Attack.Value('Water')*.Value('Water')))*global('Attack Strength')*global('Extra Attack')

    Now obviously, throwing ALL the elemental variables for the enemies and attacks gives us a little problem. Sure, it'd be novel if an attack had ALL elemental properties, used against an enemy weak to fire, but resistant to ice, since theoretically we could do something like that. But before we think of that, this calculation needs fixing. We can't even have ONE elemental attack against an enemy because we're multiplying by zeros here, and that sets the entire equation to 0.

    Would anyone happen to have any ideas or ways around this? Any suggestions? I doubt it, but I wouldn't imagine Construct would have an expression where something multiplied by zero could still equal 1. And I wanted this to be as universal as possible, done on one event, so I couldn't have to code specific weaknesses and resistances for each enemy, or certain properties into every attack's hit box. I just change some variables and I'm done.

  • I was just wondering if there was any tutorials or anything for the HTTP object. I've been looking around, but can't find anything. I was hoping to be able to create an online scoreboard somehow with the HTTP object, but have no idea how it works. @

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  • But wouldn't people be able to see the images and sound files by opening up those folders? Since I assume the files would still be in the folder as .jpgs, and .wavs or whatever?

  • Graphic and sound assets are the main culprits. Don't go overboard on texture sizes nor animations. There is a reason modern AAA titles occupy a whole DVD despite being short gameplay wise.

    You know, I was just considering that as a lazy alternative to trimming down behaviors or other things. Is it possible to put the game on a CD or DVD and let it run off that? Has anyone made a plug-in for that? If not, someone SHOULD. That'd be awesome.

  • Right now, when I create an .exe file, it comes out to 23.8 MB. The problem is that I've just barely started on my game. I have 9 layouts, and almost 20 event sheets. I have approximately 110 Global Variables. To me, all of this doesn't feel like it should be taking up as much space as it should. And removing all the sound files only reduces the file size by 10 MB. Is there anything I can do about this, or are Construct .exe files normally pretty big for some reason?

  • I learned the hard way that having a global object on every layout is a recipe for disaster, since you're going to end up having a million copies of the same object.

    My question is, should I have all global objects on one layout when the application begins that the player CAN'T return to? Right now, I have Title Screen -> File Selection - > World Map, etc., etc. On that first layout, the title screen, is where all the global objects are created. However, the player can cancel out of the file selection and return to the title screen at any time. Wouldn't this end up creating another batch of global objects each time, thus causing problems? So correct me if I'm wrong, but wouldn't the ideal solution would be to have a layout before ANYTHING in the game begins that stores all the global objects, that the player can't return to?

  • So if you use, "Set value at X", it's being set at xX, y1? y1 will always be used in "Set value at X"? Like just a bunch of boxes? Hm... I imagined it working totally differently. I guess I'll stick with Array for save files then.

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Kisai

Member since 12 Nov, 2008

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