GoldMatenes's Recent Forum Activity

  • Finally got around to trying this, and it's not going to work... The movements are instant and not actual movement, and not constrained by solid objects anymore.

  • ROUGE

    Currently beta v0.8. (842kb zipped)

    Download it so far here: http://www.megaupload.com/?d=PJSZ06OT.

    <img src="http://i68.photobucket.com/albums/i19/GoldMatenes/rougescreen.jpg">

    This was an attempt to see what Construct could do.

    So what it is is a straightforward and generally unfair roguelike, essentially a 5 minute game.

    It is customizable just to experiment with what Construct would allow me to do. All images and sounds can be replaced, there is no palette limit, just size. Instructions for doing so are enclosed.

    LEFT TO DO?

    Put sounds in (most are there, but not in the game)

    Possibly clean up the main menu

    Add any more customization options that I can think of

    Add more level layouts (maybe, it's a tricky process)

    And... stuff

    So I'm looking for feedback, ideas, bugfixes, possible suggestions as to what to add or how it can be improved.

    By the way... there is an issue with the GridMovement that I am trying to work around, that lets you wander infinitely without events happening. This is unintended. Just take it one step at a time, please. I am working on a fix soon.

    Cheers!

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  • Okay, I'm not sure if this is an option, or not?

    I want it to be impossible to hold down the key and move continuously for pre-built grid movement... essentially I want individual step movement. For a grid-based system where every step has a possible event.

    Does such an option already exist, or do I have to kludge it?

  • I know there are better methods, but I've been having serious issues with ini coding and with animation frames, which seem to have a mind of their own.

  • I just tried Find and Replace and it died

    But if it were to work, at least for the Conditions, it would be perfect. The actions, however, gave me nothing because they are hardcoded selections rather than being data entered.

  • I know it's kludgey, but I desperately need this feature.

    I want to be able to select multiple conditions/events and change the involved objects/variables, instead of having to roll back and forth through the menus for every single one.

    In this case, I need to make a third iteration of this entire chart below, but with 'Last3' instead of 'Last2' and 'LastEvent13' instead of LastEvent12:

    <img src="http://img.imgcake.com/Untitle23545234jpgaq.jpg">

    I already did the Last1 to Last2 copy manually and it took forever.

  • A turn-based battle system that requires deliberate separation of events with delays in between, to prevent events from not happening in a sequential order, eg.

    Player attacks (with corresponding movement)

    Delay until it finishes and slight afterdelay

    Damage floater

    Delay until it finishes and slight afterdelay

    Prompt for next turn

    It just burns through all of the events over the course of five ticks and I see nothing but the variables jump from initiating to done, even with dozens of events in between. And then crashes because there is no way for it to wait for user input without causing an endless loop behind the scenes if the user does not input.

    I'm attempting to get the hang of timescale, but it's honestly really confusing.

    The call function after delay I have tried in multiple ways but I cannot seem to get it to work, as it does delay the function call but delays nothing else.

    I just make my own timers (globals or pv's) and use a state machine to control events. I've never had any problem with that, even with complex tasks like choreographing cut-scenes.

    This is more what I'm looking for.

    I attempted to do this in a few different ways, and could not get it to actually work. Could you elaborate on how you do it?

  • Timeline and timer seem to have a mind of their own, and attempts to work them in doubled the size of my event sheets and still didn't work.

    Theoretically I could separate everything into individual groups, but that would be equally as convoluted as making a function for every little event lineup.

    Keypress doesn't stop the system. It just allows for a key input while merrily wandering off through the code, even when I attempt to bracket it in with states/variables/groups/etc.

  • I'm trying as hard as I can to work around the lack of a wait function, but it just isn't working.

    Every single event happens at once across the board, and attempting to prioritize or restrict the active events just causes freezing (using complex variable strings to kludge a wait function) or crashes (all the time division functions like 'while' just break eventually while waiting for input).

    There needs to be a simpler way to call events and cause delays (and no, functions aren't effective, unless you make a different one for every single game event and make constant calls back and forth, in which case I may as well be coding.) I don't want an entire scene to flash by in a series of ticks because I have no way to slow it down.

    Can someone help me figure out how to make the system wait without causing an endless loop or a crash?

    What would also be useful is a 'wait until user input' plugin, because that would at least solve a couple of the problems with having any kind of pausing in your game (allowing for prompting in a turn-based system, for example.)

  • I really, REALLY want an action to temporarily disable/enable input to a Mouse&Keyboard Plugin, to prevent players from wandering away during cutscenes or overlay sequences.

    I'm still trying to find a good way to kludge my way around this in the meantime, and I'm having trouble.

  • Mine is working perfectly and the Quickload is still there...

    How can I make my game auto-load, then?

    EDIT: There is still only one tiny issue even with the Quickload deleted, and that is that the High Score keypress is ignored the first time, but works from then on.

  • Got it. I was fiddling with the M&K events and realized the game board one was Global.

    So it was misconstruing keystrokes in multiple ways.

    It would be nice to have a global M&K that worked, so we wouldn't have to stick one in every layout, but so it goes.

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GoldMatenes

Member since 1 Dec, 2009

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