roracle's Recent Forum Activity

  • Because I have an RPG I'm designing, and it would be neat to make it multiplayer when the object or update comes out, what would be the best practice?

    Currently, I have my object that does all the moving (an invisible object for better detection, etc.) holding all the skills and stats variables, along with other booleans and variables that go along with the actions. Is this a good way of handling it? Or would using an array be better? I'm sure whatever method I use for the character, I will duplicate and adjust for enemies as well.

    Thanks in advance for the input guys!

  • When grabbing sprites from the web for testing purposes or what have you, the sprites are usually not in a "import friendly" manner. For example:

    As you can see, the first line of sprites is 10 in number, whilst sitting above only 5 sprites beneath it. It is not ready to be imported. Then you have this:

    Here we have an example of sprites in an "import friendly" arrangement. The previous sheet would take maybe hours of positioning and measuring out all the segments to ensure the proper sprites are in the proper place for importing into almost any game engine.

    My question is this: what is it called when it is like the second picture, the "import friendly" style? I'm trying to google search for general placeholder sprites, and i hate wasting time organizing sprites that I will eventually toss out for my own later.

    Also, is there software that can take the style of the first picture and organize it for you?

  • I use OGG format, and the software I use is Audacity. I have ZERO problems playing the sounds or music in ANY browser (I don't count IE since it's not so much a browser as it is a dodge ball cannon).

  • I usually have friends test my game as I work on it (and no matter how much I tell them "only this is done" they keep asking for an entire game, so annoying) but I would always send them a dropbox link to the public HTML where they can play it. But recently, every time I link someone to dropbox, the link disappears, and if it's in a message, it says it's been marked as viral. This is a facebook problem I think, not with C2. Scirra needs to contact Facebook and fix this, I've sent many requests to facebook to unblock dropbox links, but every time I try to send one it's ignored by facebook...again, this is even with a regular public HTML link posting to a message or group.

  • It's probably the shaders, since that's the frame rate problems I've had. I would say don't worry about "unprofessional" because you can still do sprite graphics in a professional way. If it's not sprites, there are tons of techniques to use to give similar effects. The goal is not hang yourself up on a situation when it could easily be done another way. Especially if you're releasing for mobile, the screen size on most devices that people play on is small enough to where sprites look nice even without shaders (if that is what it is).

  • Okay I think the example you gave on the other post wasn't the CAPX so I didn't really know what to do, they both loaded in the browser as HTML files. I did take your suggestion though, I just suck at understanding these things. lol

  • Is there a way to check if a function is running, and if so to wait before calling it again? I'm having this problem where I call the same function two times. The way it happens:

    If skill >= skillnext call function "level"

    On function "damage", deal damage variable to enemy, then distribute points for "hits" and "misses" to the skill being used, call function "display text" "you deal 6 points of damage"

    On function "level", call function "display text" "your unarmed has gone up, it is now 3"

    Here, you see the second line calls text to display, as does the third, but the third you don't see until you level, but when you do you get the "damage" text and the "level" text in teh same sprite box. I'll send my CAPX to anyone willing to tackle the problem. Please be serious.

  • Yeah, I'm still not sure how to accomplish this. The issue is still there even with faster text because like the problem has been, it's calling two lines of text to display at once. The problem with mine is it calls text saying you hit or miss, then it calculates damage and tells you how much you do in damage, and it tells if your skill has raises by a whole point when it happens. It runs one function to do the hit/miss, then when complete it calls for damage which displays text. They are two functions called two separate times. The thing is, "leveling" is called from the "damage" function. So if you do damage, you gain skill and if that skill is greater than x.0 it tells you "your skill in bla has gone up, it is now X" (x being the new skill level).

    I thought since they were separate functions, they would act as such, but as you said they call them all at once. If you wait(0) it just delays it for the NEXT message instead, and making them all wait(0) causes it to just catch up with itself.

    For a game development software, it's baffling why they offer text output in a "word" style design instead of a built in plugin for general text output like most games have. The sprite font is cool, but a fully integrated gamer style text box would be so relieving.

  • roracle

    In your version (with the double function call) putting a wait (0) befor the second call does appear to fix it...

    See, this is an RPG, and a lot of text will be displayed. I tried it already and it just made it cause the error in a _different_ call for text. lol

  • Bump.

    If anyone else wishes to take a look at my example bug duplication, feel free. I can't figure out how to fix it.

    The last event is the function I added to duplicate the bug, and if you look at the spacebar pressed, it calls two functions: one to display random text, and one that shows the bug (which is displaying the different text in the same line)

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  • Check out the running game example that comes with C2. Basically you are creating the illusion of running. Let the background fly by and keep making new stuff off to the side outside the frame, and it comes into frame moving along (you aren't really running anywhere but in place, but to the gamer they've been running for miles)

  • Okay, programming with Construct 2 is very easy. I have never had classes or read books on programming, but I know how to follow instructions, and that's what computers do. So it was kind of a no-brainer really. Sure I started with Klik & Play back in the yore, but I have hardly touched a traditional programming environment nor had proper training in programming either. I hope you have fun using C2 and I'll help where I can when I can.

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roracle

Member since 30 Apr, 2009

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