RhapsodyInGeek's Recent Forum Activity

  • So my team and I released a demo of our action RPG game, Revahlen. It features the intro act, and is meant to get players to come to grips with the different systems in the game while not being too intrusive, plus give a good introduction to the two lead characters. It culminates in a mini boss battle. Give it a try, and feel free to leave some thoughts!

    http://bluekeygames.com/revahlen/

    Just a few notes:

    *Z is the default key for Canceling out of Menus.

    *You can play with keyboard, an Xbox 360 controller, or touch.

    *Haven't tested it in Firefox. Works great in Node Webkit and in Chrome. Does not work in IE.

    *It's being developed with desktop in mind.

    *The upgrade system isn't exactly implemented in the demo. Instead of leveling up through XP, you level up pieces of equipment. These can be seen in the status menu.

    I've since started a complete engine rewrite, in order to simplify and better organize the game systems. I've also included Spriter into the workflow as well, due to just how damn easy it makes animating and how much smaller the filesizes have become. I'm also making the event sheets easier to read so I can possibly get other people to help create assets, since currently it's just me doing all the graphics and programming.

    The UI and controls have also gotten overhauled. I've since modeled the controls after an SNES controller. The demo does not reflect this, but I thought I might make a note that the controls and UI in the demo are far from final.

    The overall feel of the gameplay should stay relatively the same, unless some folks can give some awesome suggestions for improvements. The plot and music will also remain the same. Anyway, let me know what you guys and gals think!

    P.S: Please don't ask me to make the game engine available. It's about 20-someodd interlocking parts and if one breaks, everything breaks. I can give pointers on what I've learned and how I've gone about it but it really is a complex animal that you need to build yourself, otherwise you'll never make anything with it. Plus, I don't want to have to provide technical support on it. And it's not even finished. Forgive me!

  • No need for an "Every Tick". Your loop is already running every tick.

    Trying to use Triggers inside of Loops isn't going to work, if that is in fact what you are attempting to do.

    I'd suggest not running your Player Control Systems as a "For Loop". Instead, try a "For Each" loop. Something like this is what I assume you want: https://dl.dropboxusercontent.com/u/20459682/MultiplayerGamepad.capx

    "Trigger Once While True" is a looper's best friend.

  • +Enemy.Health = 0
    +Boss.UID = Enemy.UID
    -> Boss.Speed = 100

    Should work. Works for my game.

  • I tried viewing your capx but you're using a plugin I don't have and I'm not too keen on downloading a third party plugins that I'll never use.

    However, you should be able to multiply variables simply by doing what you just did. What is the result that you're getting?

  • Link to .capx file (required!):

    https://dl.dropboxusercontent.com/u/20459682/ReplaceColorBug.capx

    Steps to reproduce:

    1. Create Tiled BG.

    2. Add 3 Color Replace FX's to Tiled BG.

    3. Place in viewport.

    Observed result:

    If Tiled BG is in viewport, upon being visible it creates an Assertion Failure.

    <img src="https://dl.dropboxusercontent.com/u/20459682/AssertionFailure.png" border="0">

    After the error message shows up it will display properly.

    Does not occur with Sprite Object.

    Expected result:

    Tiled BG should just show replaced colors.

    Browsers affected:

    Chrome: no

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Windows 7 Service Pack 1

    Construct 2 version:

    r147

  • I got rid of it awhile back, sorry. I'm also working exclusively with Construct 2 now. I'm almost ready to show off an Action RPG demo for that soon enough.

    As for this, the only thing I had left was some shoddy groundwork. The original demo I had put up is gone gone gone...

  • Took a little finagling but it works pretty great now. Boy do I feel sheepish. Thanks Tulamide!

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  • I'm making an RPG game with an unlockable slot based inventory system. At Level 1 there are 8 slots available, at Level 5 there are 16.

    In my GameData array (which controls all the player modified variables for save files) I store the inventory data in the Z axis, specifically (0,3,1-16). (0,3,0) is where I store the player's currency variable.

    Each slot, 1-16, holds an ID number that corresponds with an item from a different array, ItemDB. If the ID is >=0, then the item slot is filled with an item. If the ID is -1, the item slot is empty. If the ID is -2, the item slot is locked and needs an upgrade to be unlocked.

    How do I auto-sort these items in a 3D array for just that small Z-axis segment from ItemID to Empty to Locked? I found some good examples for a 1D array, but nothing for a 3D array. Basically, this:

    0,3,1  : 12
    0,3,2  :  8
    0,3,3  : -1
    0,3,4  :  3
    0,3,5  : -1
    0,3,6  :  3
    0,3,7  :  5
    0,3,8  : -1
    0,3,9  : -2
    0,3,10 : -2
    0,3,11 : -2
    0,3,12 : -2
    0,3,13 : -2
    0,3,14 : -2
    0,3,15 : -2
    0,3,16 : -2

    to:

    0,3,1  :  3
    0,3,2  :  3
    0,3,3  :  5
    0,3,4  :  8
    0,3,5  : 12
    0,3,6  : -1
    0,3,7  : -1
    0,3,8  : -1
    0,3,9  : -2
    0,3,10 : -2
    0,3,11 : -2
    0,3,12 : -2
    0,3,13 : -2
    0,3,14 : -2
    0,3,15 : -2
    0,3,16 : -2
  • I personally use an array object and an external json file set up as a "c2array". That way I can edit the array file with ease in Notepad++, since editing arrays is a bit cumbersome within Construct 2. At the very beginning of the game I load the json file into the array through AJAX actions.

    It is kind of intermediate/advanced stuff, and it only gets you part of the way there. Then it gets really complicated when you have to actually start using your database with the battle and stat formulas.

  • Gonna have to side with Tokinsom on this one. Context sensitive ordering is a better idea. "Mouse clicked Object" to "Spawn Object" is the same as apples to oranges.

    While I've not had a problem with the way the UI is set up, I will say that swapping OK/Cancel would make sense. But like I said, I've never had a problem with the setup.

  • The Dreamette hugging bacteria and playing baseball with a cyclops in the middle of a desert.

    [tube]http://www.youtube.com/watch?v=6YSTO6qbkxA[/tube]

    And here's the Dreamer playing hide and seek and baseball with the Beans.

    [tube]http://www.youtube.com/watch?v=mjSlXOY5Uhs[/tube]

    The game's actually already finished, but I started recording some playthroughs and thought they might be fun to share.

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RhapsodyInGeek

Member since 3 Oct, 2010

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