Candescence's Recent Forum Activity

  • This looks like pure awesome! Character mapping is an especially impressive feature. One question, though - can you have multiple character maps active at one time? For example, separate sets of swords, shields and armor.

    But, in any case, I really want to see a Construct plugin for this tool made, as well! I hope you find a coder who's willing to do it!

  • This is gonna be incredible. It's a Chahi game, and I believe he's hit it out of the park yet again.

    And it's a downloadable game, too. Holy crap.

  • Well, if you want to sell your game and you don't have access to Android or iPhone or consoles or whatever, it's not out of the question to try Steam, which already supports Mac as well as Windows. Games like Saira, VVVVV and Eversion (the higher-res version) are on there, it's just a matter of convincing Valve that your game is good enough to put on the store. Though, I wonder how one would integrate Steamworks with Construct-made games, however... Though, if Nifflas could do it with Saira (which I think is an MMF2 game... I'm not sure, though)...

    Though, there's plenty of avenues to sell one's games, the challenge is getting it noticed.

  • For Metroidvania games like the recent Castlevanias, this FAQ has a wonderful insight into damage calculations for Castlevania: Symphony of the Night, just look at the "Combat Mechanics" section:

    http://www.gamefaqs.com/ps/196885-castl ... /faqs/3789

    Also, this Castlevania: Order of Ecclesia FAQ has a quick overview of that game's stats, their growth with each level, and what they do:

    http://www.gamefaqs.com/ds/945837-castl ... faqs/54659

    [quote:2bff7gk3]Level up and Stats - leveling up is pretty easy hit the exp required for the

    next level, but if you want to know the stats of an unequip Lv.96 Shonoa you

    can follow this table below just rember .5 or lower is rounded down and .6 or

    higher is rounded up.

    Stat Effect Growth Calculation

    +----+-----------------------------------------+------------------+

    |ATK |Damage dealt from main glyphs |None |

    | |(this stat is determined from STR or INT)| |

    +----+-----------------------------------------+------------------+

    |DEF |Damage taken from phisical attacks |None |

    +----+-----------------------------------------+------------------+

    |STR |Increase ATK + 1 for every 2 points |5 + (0.7 x LEVEL) |

    +----+-----------------------------------------+------------------+

    |CON |Increase DEF + 1 for every 2 points |4 + (0.5 x LEVEL) |

    +----+-----------------------------------------+------------------+

    |INT |Increase ATK + 1 for every 2 points |5 + (0.6 x LEVEL) |

    +----+-----------------------------------------+------------------+

    |MND |Increase Shanoa's magic defence |3 + (0.4 x LEVEL) |

    +----+-----------------------------------------+------------------+

    |LCK |Affects item, glyph, and rare treasure |2 + (0.3 x LEVEL) |

    | |box apperance | |

    +----+-----------------------------------------+------------------+

    How to use this table is simple just figure what lv you want to be at like 96

    then do the formaly above for each stat (example str is 5 + (0.7 x 96)=72.2

    round down in this case which is 72 while luck is 2 + (0.3 x 96)=30.8 rounded

    up is 31)

    Sorry about the formatting, I don't think I can fix that.

  • I like the idea of being able to export to Wii homebrew. While it does seem rather weird, installing homebrew on the Wii is pretty damn simple, and there's an open-source set of libraries for Wii homebrew development. (Though, for some reason, I can't vote. ) It's mostly for the novelty of it, though WiiMote intergration might be a sweet bonus.

    However, if not, go with Mac or Lunix. You can't go wrong there, really. But if you're going for web integration, don't use Flash. Please. Flash is a terrible thing, slow as hell. The only reason it's the de-facto standard for web games is because early versions of Java, which should have filled the niche of web-based games that Flash mostly owns, were so slow and so unnatural looking that Flash actually looked good in comparison, and by the time they fixed the problems, Flash had already caught on. Construct might as well have its web plugin like Unity has, unless you want Flash dragging it down severely.

  • Dunno how I ended up posting in the wrong section...

    Sonic Construct Worlds SAGE 2010 Booth

    <img src="http://dl.dropbox.com/u/919275/Screenshots/SCWScreen.png"><img src="http://dl.dropbox.com/u/919275/Screenshots/ClockTower1.png"><img src="http://dl.dropbox.com/u/919275/Screenshots/ClockTower2.png"><img src="http://dl.dropbox.com/u/919275/Screenshots/ClockTower3.png"><img src="http://dl.dropbox.com/u/919275/Screenshots/ClockTower4.png"><img src="http://dl.dropbox.com/u/919275/Screenshots/ClockTower5.png"><img src="http://dl.dropbox.com/u/919275/Screenshots/ClockTower6.png"><img src="http://dl.dropbox.com/u/919275/Screenshots/ClockTower7.png">

    As one of my two showings at SAGE, I have my newest version of Sonic Construct Worlds - more condensed and functional than ever! And it comes with two levels - the basic test level, and the Clock Tower, a Castlevania-based level that has Sonic run in, and run out, while dodging enemies and Death along the way.

    Current Features:

    * On Step movement, and automatic velocity angle change. I couldn't have done it without Davo's additions!

    * Sonic 2-level movement functionality.

    * Loops and stuff!

    * Platforms!

    * Rings!

    * And did I mention it's open source?

    Basically, the whole engine is open for people to get into and improve. I intend to iron out all the bugs, tighten up the momentum stuff, and all that jazz.

    So, enjoy!

  • http://www.sagexpo.org/

    Last day to play the games on display! Though the shows are mostly kinda lackluster, there's some gems in there. Sonic Construct Worlds and Digimon World: Legends, two of my own games, are also on show.

  • Um... About Linkman's isometric example before? It only works with 64x32 sized tiles or larger. It will not work with 32x16 tiles, a size I actually want to work with for my game. Back to square one, peeps.

    Edit: You know, for the visual aspect, maybe it would just be easier to have a Tiled plugin. Hell, it would be a sweet plugin for tiles in general.

    Edit2: Huh. Turns out all you need to do is set the grid to 16x8. Huh. Nevermind about the 32x16 tile problem, then.

  • Oh. That makes sense, actually. I'll give it a try, see how it goes.

  • ... What. You have to make arrays for every index of the super you want to make it actually work? That's something I wanted to avoid having to do, to be quite frank. I don't see the point of it, it's just redundant.

  • Sorry for the double post, but I seriously believe I've found a major bug in the latest version of S. I've been trying to pick out indexes in base Supers, such as {"Party Members", 1, "Name"}, but every time I do, Construct crashes. This doesn't happen for supers inside those supers, such as {"Party Members", "Member", 1, "Name"}. It basically results in forcing the user to be redundant with their supers, when you shouldn't need to be.

    Fix, plz.

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  • Ignore my previous complaint about the "basic stuff causes crashes" thing, I was doing it wrong, but the tutorials still crash.

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Candescence

Member since 6 Dec, 2008

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