-Silver-'s Recent Forum Activity

  • I think I love you <img src="smileys/smiley27.gif" border="0" align="middle" />

    Took quite a long time to reorganize and amend my event sheets to account for three different Player sprites, but it works perfectly.

    If I was the King of England I'd offer you a Knighthood. Sadly, I'm not, so a simple thank you will have to suffice <img src="smileys/smiley1.gif" border="0" align="middle" />

    Cheers Mr. Miller, I really appreciate the help!

  • Wow, really great feedback so far. I've got a really busy day ahead, but I promise I'll get back to you all tonight with detailed replies. I'm definitely taking everything on board though!

    I'll tweak the hue and saturation of the parallax backgrounds some more since they don't seem to be strong enough. My colour theory is indeed very weak <img src="smileys/smiley17.gif" border="0" align="middle" /> The backgrounds do fade to blue though (check the screenshot at the bottom of the OP, with the forest fading away) but I'll definitely accentuate that a lot more.

    Thanks for the suggestions on additions to enemy AI as well. I'll add as much as I can!

    And Tringio, there are two dropbox links at the bottom of the OP. One packaged as a .rar file, and one as a .zip <img src="smileys/smiley1.gif" border="0" align="middle" />

    Got to rush, but thanks again! I'll be back online tonight <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Will Do <img src="smileys/smiley1.gif" border="0" align="middle" />

  • But I'm wondering if just switching player control commands might do the trick. Like, if the global global variable 0 it would activate player 1's controls that are WASD keys and disable player 2. And if the global variable is 1 it would activate player 2's controls that are Arrow keys and disable player 1. If it's a one-player game you'd be using the same keyboard for both player settings.

    ... I dunno just an idea, I've never actually tried it before.

    Woah, that's an awesome idea. I'll give it a spin! Thanks for the suggestion <img src="smileys/smiley4.gif" border="0" align="middle" />

  • <center><img src="http://i216.photobucket.com/albums/cc212/darkstorne/TitleScreenLogo.png" border="0"></center>

    New Beta version uploaded! Lots of improvements, but there's still a lot I need to do. I'm away for Christmas as of today though, so thought I'd leave you with a more up-to-date version to play with while I'm gone. I'll still be able to comment here and chat with you, but I can't get any work done for a week and a half, so slow progress going forward for a little while.

    <font size="5">Things I need to know:</font>

    Any bugs, glitches, etc you come across. And your general impressions of the game. If you have recommendations for improvements, please share them <img src="smileys/smiley1.gif" border="0" align="middle"> I'm all ears!

    I'm going to add a tutorial for the final version, since the game doesn't convey the importance of the elemental abilities well enough. In the final game, the first level will act as a tutorial level, and the level you play in this beta version is the third.

    <font size="5">Things YOU need to know:</font>

    Check out the Options section on the Main Menu first. You can now select your preferred control scheme (WASD or Arrow Keys), and customize the resolution and UI. Settings are saved.

    There is a bug where playing two games in a row without a game restart with Arrow Key movement will crash the game. Your scores are still saved, as well as your options preferences, so you'll only need to restart the game - no progress is lost. Still, I'm trying hard to figure out what causes the issue, and should hopefully have it fixed up by the next update <img src="smileys/smiley1.gif" border="0" align="middle">

    <font size="5">Download:</font>

    Omega.rar from Dropbox

    Omega.zip from Dropbox

    Thanks for your time, and I hope you enjoy Omega! <img src="smileys/smiley12.gif" border="0" align="middle">

    <center><img src="http://i216.photobucket.com/albums/cc212/darkstorne/Omega2012-12-2309-20-41-13_zps6fed2f66.jpg" border="0"></center>

    <center><img src="http://i216.photobucket.com/albums/cc212/darkstorne/Omega2012-12-2309-19-08-71_zps9533a547.jpg" border="0"></center>

    <center><img src="http://i216.photobucket.com/albums/cc212/darkstorne/Omega2012-12-2309-19-33-11_zps4930cf6b.jpg" border="0"></center>

  • Ahh, the trouble with handling it this way is that (as far as I'm aware) there's no way to handle acceleration, deceleration, jump sustain, etc. It would completely change how the game handles when you change the control layout.

    Man, that's a shame. I guess I'll just have to go with arrow key movement, and abandon the control options idea <img src="smileys/smiley6.gif" border="0" align="middle" />

    Thanks for the suggestion though! There might be a way to pull it off with this method, but it would likely involve scripting out huge chunks of Construct's platform behaviour from scratch. I can't believe this option isn't included as standard.

  • Do you mean the Binary object that comes with the engine? Found under "Data and Files"? Because a quick search around the forums suggests it's broken - you can write to it once, but that's it. Further writing just adds to the existing text, instead of replacing it, and deleting/clearing existing text doesn't work.

    So if the player gets a high score of 1234, I can write that, and then read it just fine. But if they then beat it with a high score of 5678 and I try writing that, the high score will now read as 12345678 instead of 5678.

  • Thanks man <img src="smileys/smiley1.gif" border="0" align="middle" />

    I'm going to call it a night for now, but hopefully I can get this final hurdle cleared tomorrow and let people play the game! I've just found I have issues with the High Score implementation as well, but I have a solution to work around that for now. Finding a way to change controls at run-time is the last thing I need to do!

  • Thanks, Pixel! I've tweaked the foreground contrast since taking that screenshot, since it doesn't stand out enough. Can't wait to let you guys play it <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Sorry to necro this thread, but I'm looking for a similar solution.

    The save/load to disk command does not save the state of global variables, and one of the global variables I'm using saves the player's high score (so that he can always compare his latest score to his highest).

    Now I could simply save the high score data to an ini file and have the game read from that, but then the player can always just open that ini file and type "9999999999999999999999999999999999" into the high score section.

    Is there another way around this, or is it just one of Construct Classic's (few and far between) flaws that I'll have to live with?

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  • Though having said that, if there's a way to make the spacebar function as a jump button as well as another button (W or Up Arrow) then I can condense that down to two options instead of three <img src="smileys/smiley1.gif" border="0" align="middle" />

  • It would, yes. If I handled it the way I have planned. I was going to use three different control options:

    WASD Movement, Arrow Keys for abilities (four different elemental abilities)

    Arrow Key movement, numbers 1 to 4 for abilities

    Arrow Key movement except spacebar to jump instead of the Up Arrow, numbers 1 to 4 for abilities

    I've have pondered the idea of allowing the player to set his own keys for each action, but that all depends on how much time it would take to implement.

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-Silver-

Member since 21 Sep, 2010

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