Mipey's Recent Forum Activity

  • Can you save SoL in local variables?

  • What if you alter the variable you are comparing? The switch should take a snapshot and perform comparisions with that.

  • You can spawn a circle sprite at the player's position and then gradually reduce its opacity.

  • I believe Switch logical statement would have solved at least one problem beautifully.

    + SWITCH: Sprite.Variable1
     + CASE: Sprite.Variable1 < 0
     > do something
     + CASE: Sprite.Variable1 >= 0 AND < Sprite.Variable1 < 1
     > do something else
     + CASE: Sprite.Variable1 >= 1
     > do something completely different
    

    With picking and all that.

    + SWITCH: Sprite // picking pool
     + CASE: Sprite.X < 0
     > Sprite: Destroy
     + CASE: Sprite.X >= 0
     > Sprite: Sprite.X - 120*dt
    

    The above example is basically an IF statement with ELSE. Sure, all conditions are checked, but that's a small price to pay for elegance and practicality.

    Before you say that this is what events and conditions already do, switching makes sure the variables it compares are immutable (so you don't do things like compare X = 0 and alter the X in the same step, which can cause oversight bugs)

  • Indeed, it is a good practice to reuse the same object whenever possible.

  • Selected other. I'd like more control over asset management (sounds, images etc.). Manual asset loading for example, so we can pull whatever we need and handle the loading screens ourselves.

    I realize this is a feature many of us could live without, but it sure would make development of asset-intensive projects less painful.

  • You can use clamp expression for that purpose.

    For example:

    If player overlaps cake then lives = clamp(lives+1, 0, 5)

    See system expressions in the manual.

  • Perhaps "no coding" would be more accurate.

  • > Two words: state machine. It'll make your project a whole lot more manageable and it is easy to visualize.

    What is state machine ?

    programmingbasics.org/en/beginner/fsm.html

  • Two words: state machine. It'll make your project a whole lot more manageable and it is easy to visualize.

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  • So, lately I've played Kamidori Alchemy Meister (now that there is a translation patch) - and I was quite impressed by the way it was done. There is a staggering amount of plots, each of them could hold its own as an independent novel pretty well.

    The plot is not the reason I'm writing, however. The game feels very well done, gameplay incredibly polished - and the best part is that it all seems quite doable in Construct 2.

    Basically, it is a visual novel with SRPG elements. Scenes, battles, crafting (alchemy) and so on. There's so much content the first playthrough is merely a tip of an iceberg - and it all seems relatively simple to accomplish.

    Since I am more of a writer than developer, I've written quite a bit already, I feel drawn to such a game engine. And so I feel inspired to create a similar system in Construct 2.

    So over the next few months I'll be mulling over an implementation of a VN/SRPG engine. I already know it'll be challenging, but hey, it'll be fun!

    What about you, does anyone else get inspired by games they've played? Share your experiences!

  • I believe that's a feature that should be handled by dialog boxes, not spritefont renderer. Divide et impera.

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Mipey

Member since 16 Jan, 2009

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