roracle's Recent Forum Activity

  • I really don't. I just have the text's all separate for each menu so it's easier to work with. I pin those to the "sheets" which are the solid backgrounds, and have borders around the sheets that are also pinned to the sheet. Then I have the sheet always positioned to where the bar is that you grab on. Those bars have drag and drop, limited to the direction you are going (it's in the behavior settings). The aesthetic part of the dragable bars is the arrows, which are set as sprites at 0 speed etc. and changed depending on their position.

    As for those bars, (take the top one) if it's Y is greater than (say) 128, then set to 128, and if it's less than 0, set to 0. They also have to follow along the X and Y of the other menus to keep in line with everything.

    Scrolling them in and out was two groups initially set inactive that depending on a "in" or "out" variable will either active putting their X or Y in the direction they are closing, and vice versa, and then when all are in closed or open position, then deactivate the groups.

    I'll try to get a capx to show you.

  • You know what, now that I implemented the way you originally said, it works way better than I thought it would. It's the menu, just hit "M" to see the transition.

    http://roracle.x10.mx

  • Yeah, it's not as smooth as vector though, but I suppose it'll work

    That's actually what I was trying to avoid having to do to be honest. Thank you for the information though, it's still useful.

  • Without adding a movement behavior how can I move a sprite on vector X or Y?

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  • The top menu will have a lot of information in it, and I don't want it too close together because it would be too hard to read. There are still a lot of variables to put in the top menu. It's mainly the "stats" of the character, but one doesn't need that up all the time.

    Thanks for the feedback guys! It took years of playing games before my brain was able to come up with this menu system lol.

  • There is a lot of the game not finished, the inventory isn't implemented yet, animations are messed up in a few places with items, but I really need people to test my menu system more than anything right now.

    Please tell me what you think!

    EDIT: Hit "M" to show the menus, or drag them out.

    http://roracle.x10.mx/

  • Okay I was told way earlier that you couldn't have a greyscale sprite and change it's colors... I didn't try because it's kind of a big part of the game I'm designing and didn't want to do something without knowing more.

  • If I had a sprite that was greyscale, all the images, but I set aside a separate animation or a separate frame per animation (not sure which is required) that contains say a 16x16 sprite with all 256 possible colors, could that allow me to shift with the hue effect?

  • Thanks for the replies fella's. I haven't implemented it yet, but it seems to work how I expected it to by the examples.

  • Wow guys, this is amazing. I know the topic has been closed for a while now, but I'm interested in using these tutorials you guys made. I couldn't just use it without giving you guys props. This game world I'm designing is going to be insanely large, so this is insanely great!

  • When I hit a character or mob, I want to have the damage fly off their sprite so the player can see easier how much damage they are doing. I'm preparing to get rid of the text area at the screen's bottom so I can finish my menu's and need to have a method of displaying at least the damage being dealt. This "numbers flying off" the damaged sprite is my preferred style for this game, but I do not know where to start. Any help?

  • I solved it by adding a few variables, as pushing left and right and holding a "run" button are different keys, I figured different values and reading them as if it were a soft-logicboard seemed to help:

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roracle

Member since 30 Apr, 2009

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