RhapsodyInGeek's Recent Forum Activity

  • You can use the effects on layers as well and it will invert everything on that layer. Sprites, tilesets, tiled bgs, 9patch, everything.

  • Nesteris

    That's weird, because it's working for me. I'm using the official SpriteFont plugin. The box size is actually increased to be wider and taller than the text within, to avoid the issue of the text disappearing. I can't seem to replicate your issue, whether through resizing the window, waiting for the splash text to fade in/out, or skipping straight to the main menu. Does it do it consistently for you? Are you running the latest version of Firefox?

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  • Nesteris - which menu? I just tested it in Firefox and all the menus seem to be working fine.

  • A lot actually, ! Just nothing in a presentable form yet. I'm also finishing another game and beginning development on another, because I don't know how to properly prioritize.

  • Bl4ckSh33p

    It's not the easiest solution the way I did it, but it works for me. The cursor contains a number variable I name "ui_index". I actually have variables "ui_index0/1/2/3" on it, but that's to maintain indexes through the various sub menus. I use control triggers to add or subtract from the index, and I place the cursor's x/y position based on the index. Something like...

    + Every tick
    -> Set Cursor.Position
       Cursor.X = SpriteFont.X-Cursor.Width
       Cursor.Y = SpriteFont.Y + SpriteFont.LineHeight * Cursor.ui_index
    
    + IF Control.Down is pressed
    -> Add 1 to Cursor.ui_index
    ++ IF Cursor.ui_index > LastMenuOptionIndex
    --> Set Cursor.ui_index = 0
    + IF Control.Up is pressed
    -> Subtract 1 from Cursor.ui_index
    ++ IF Cursor.ui_index < 0
    --> Set Cursor.ui_index = LastMenuOptionIndex[/code:i0auedg3]
    
    That's kinda the gist of the basic principles. It's based off of a zero-index. Of course, if you have several spritefont objects you need to put in a condition to identify which one the Cursor should set its position to.
    
    @Manley23
    Thanks for the props!  
    
    @Hasuak
    -Yeah, the level flash is not really a feature. 
    -Good eye. There are a lot of design choices in the game that are heavily based on Final Fantasy VI, including the world map. I'm not entirely happy with how the towns appear on the map though, so those will very likely be changing, although trying to draw towns using as few 8x8 squares as possible is pretty tough.
    -While I would love to do diagonal sprites that effectively doubles all of the frames I'd need to create and I'm the only artist on my small team currently, plus I'm the only programmer on the team. Oh well.
    
    The menu's eventing in the current posted demo is so damn messy. In the revision it's so much more streamlined, so much cleaner.
    
    There's no attire more perfect!  The vests are actually meant to be like [url=http://en.wikipedia.org/wiki/Brigandine]brigandines[/url], which ties into the upgrade system. You increase your HP by upgrading your Defense stat through armor plating that gets riveted into your vest. "But what about the limbs and face?!" hypothetical you hypothetically asks. It's an old school ARPG, don't think too much on it. That said, their outfit designs are always changing slightly the more my understanding of Victorian Era fashion improves.
  • This is officially my favorite thread on this entire site.

  • Centra

    For each Actor
    
    +Actor.Type="Ally"
    ++Actor.Status="Idle"
    +++ActorFamily.Type="Player"
    ++++Distance(Actor.XY,ActorFamily.XY)>64*Actor.ID
    ---->Actor find path to ActorFamily
    ---->Set Actor.Path=0
    ++++Distance(Actor,ActorFamily)<32*Actor.ID
    ---->Set Actor.Path=-1
    
    +Actor.Status="Chase"
    ++ActorFamily.ID=Actor.TargetID
    -->Actor find path to ActorFamily
    -->Set Actor.Path=0
    +++Actor.CombatType="Melee"
    ++++Distance(Actor.XY,ActorFamily.XY)<Actor.Width
    ---->Set Actor.Path=-1
    ---->Set Actor.Status="Attack"
    +++Actor.CombatType="Ranged"
    ++++Distance(Actor.X,ActorFamily.X)<4
        OR
        Distance(Actor.Y,ActorFamily.Y)<4
    ---->Set Actor.Path=-1
    ---->Set Actor.Status="Attack"[/code:w8knb6ab]
    
    That's kind of the rough gist of the pathing system. I use an invisible box sprite to act as each character for stat and navigation purposes, and then animated sprites are constantly set to their positions and handle the hitboxing. The whole pathing/movement system itself is a combination of the pathfinder behavior and 8 direction movement behavior and invisible waypoint sprites working together. When the Actor.Path variable is greater than -1, it kicks the pathing system into gear.
    
    @Burvey
    That is a bug. You're supposed to be able to cancel out of the intro sequence, but not supposed to be able to bring up the menu. Oops.
  • Please read my first and last posts in this thread.

    https://www.scirra.com/forum/action-rpg-demo_t63707?start=20

  • GeometriX

    • You should have been able to just press a key to skip the mountain scrolling sequence. If not, color me bugged.

    -The beginning is essentially a prologue to introduce the two main leads, and give an idea of the world they exist in, their jobs, etc... Basically like a cold open in an adventure film, like Indiana Jones.

    -I helped compose the main theme of the game and provided direction for the rest, but the music was mostly composed and produced by my sound lead Chris.

    Much of the game will be played with 3 characters at once, with a total alternating cast of 5. No plans for two player support for now, although I would love to. No plans for manual character switching, but there will be character switching during certain points of the final game.

    It's too bad you didn't get past that room. Big Indiana Jones/Uncharted moment in the very next room.

    Current plans are to attempt Steam Greenlighting and Windows Store. Wish us luck!

    GenkiGenga

    flatness

    Thanks for the props!

  • All of the platform examples that come with Construct 2 are a really good place to start.

  • I made an A-RPG in Construct 2. Released a demo and everything.

    https://www.scirra.com/forum/viewtopic.php?f=180&t=120487&p=864811#p864811

    Took me about a year or so of planning it out, with several false starts. I also made a completely different game in order to practice for it.

    It's pretty difficult work, requiring extreme planning of many different systems at once. Having any experience with object oriented programming is a must, as well as knowing how to create Construct 2 ready JSON arrays. I'd also highly recommend looking into Spriter for animations.

    I decided to practice making a game by creating a platformer from scratch. It was a very very useful learning experience for me. The first game you make may not be the RPG you've always wanted to make, but that's okay. It's best to sharpen your skills first.

  • Interesting bug. I hope it doesn't pop up again in the engine rewrite.

    The "mode7" effect, found in titles like F-Zero, Super Mario Kart, and the airship sequences of Final Fantasy 3/6, was recreated via an effect add-on from R0j0hound. You can find it here:

    https://www.scirra.com/forum/effect-mode7_t77858

    Thanks for the props.

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RhapsodyInGeek

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