Equinox80's Recent Forum Activity

  • Yes I believe A0Nasser means something like this:

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    Found that video as an example.

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  • To me, nothing is wrong with the sound. It all goes *click* properly. Maybe I am misunderstanding? The only thing I notice wrong is that sometimes it instantly *clicks* one in place as soon as I press the button.

  • Oh haha 1 second, sorry. I'll get a screen of what I mean. You should have an "Add Action" setting p1 to something. I'll respond in a second.

    Edit: This is what I mean:

    On start of layout (or any time you want) make it so that it sets the variable p1 to round(random(1,10)).

    And then you have it check to see what p1 is and set the position. The way you had it wasn't working because it wasn't setting the variable, it was checking it.

    Sorry, I should have realized that sooner.

  • It should be random(1,10) a comma not a - Let me know how it goes.

    Edit: Also, as I observe I notice that random doesn't do 1,2,3 it is odd numbers like 1.123232, 2.2325252. So I personally like to round my randoms. Such as Round(Random(1,10)).

    Edit 2: Also, as far as the image goes, you could also change the image itself (Have different images in different animation frames). So instead of Set position, you could set frame based on the number If you need help just let me know.

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  • I wish I had something to test it myself, but I would try something along the lines of:

    For each: slotTile

    slotTile > Animation: onFinished

    Edit: That is assuming that I understood correctly. You want it to play the sound when the tile's "animation" stops moving right?

  • Thanks for your answer! And sorry for the long delay in the answer.

    It seems my answer does not truly exist, there is no way to actually organize it, it seems.

    However that is okay, because I have seen a fellow dev (you)'s way of doing things. I learn by examining others, and seeing how you yourself have done things has helped. I have the combat system done (Prototype obviously, it's never truly done). I have not done any items yet, instead I have statically made the damage based upon a game developer's own logic (For example, physical damage is based upon (attacker’s ATK + rand(minAtk, maxAtk)) – (defender’s DEF + rand(minDef, maxDef))). A tutorial on that helped me out a lot. I only used the formula's as I did not like the rest of it.

    It was very funny, it took me a long time of frustration trying to make the radius for npc detection before just doing it my own way (his was based upon x and y, and I could not get it right for some reason). Then I realized that I could just make an invisible "MobRadius" square sprite, and have the npc activate the chasing mechanism if ally is overlapping Mobradius As soon as I did that, I realized how to do it with X and Y haha. Too bad, I'm doing it my way. I have the MobRadius square sprite set size X and Y based upon Mob.Radius.

    The whole families thing was annoying me (AllyAnimations being the sprite, AllyAnimation being the Family), so I decided to give all Families a Fam at the beginning (FamMobAnimations and FamMob), ran into too many naming issues. Still organizing my code, learning functions, groups, comments, etc.

    What I want to do next is figure out how to do a ForEach FamMob so that I can just drop and drag a bunch of mobs and it places their Animation sprite to whatever one it belongs to. Currently they all just go to the first FamMob there is, and not individually.

    I made the game screen (Where the player moves, talks to npcs, etc), on collision with a mob he enters the BattleScreen, with options using Up and Down or Mouse clicking on the option. After the battle he goes to a BattleVictory screen where his stats/experience/items etc are applied accordingly, and then presses enter to proceed to the GameScreen again. I had a difficult time figuring out how to make the player apply his stats because the player was not carried over (Could not do FamAlly.XP + Battle_XP). So what I did was make a whole set of global variables for the player (Global number Player_HP, Player_SP, Player_XP) and have the battle add to those, then set the FamAlly's (Player right now, eventually a whole party of Allies) variables to the global variable. Works this way, doesn't feel right but whatever works. Eventually I'll have to make a Player1_HP, Player2_HP, and so on.

    I haven't played around with arrays yet though, could you please tell me what they are typically used for? Since I never used them yet for now I was just going to make global variables for things like (Item_Shortsword_Obtained, Item_Shortsword_Quantity, Item_Shortsword_OwnedBy, Item_Shortsword_Equipped, Item_Shortsword_EquippedBy etc).

    And before I go on and on more, I shall click Submit lol. I love Game Development but really it's just for pure fun

  • Well yes that partially answers my question. I was just wondering how to organize my time better while making this, for example: What should I start first.

    I can't start the battle system yet, because I need items and equipment/characters for that.

    I would start out on items, but then I need to first start out on stats and that. I got the base structure for my stats done so far, so I am thinking of working on items.

    Thanks though, it does answer some of it.

  • Hello, not sure where to post this however it is related to C2 and a beginner question.

    I am trying to make a simple RPG such as RPG Maker VX Ace/XP (Horrible thing severely limits the resolution, I want it fullscreen 1920x1080 but also scale to other resolutions and Rpg Maker does not do that) but with C2, and a different feature set.

    However I am having a hard to figuring out which features to add first. I want to develop the character movement (done), with enemy AI to move around the map randomly, and then send the player to a map to battle with. Obviously that is not the full game but that is my first step right now. However I do not know where to start, I need to make the inventory/menu system, battle system, item system, and so on. How do I know what I start on first? Just make them as I come across them? I guess the main thing I need here is to know how to manage the Game Development process.

    Thanks in advance!

  • My other map generator is currently disabled while I was testing the new beta Tilemap plugin. It's not doing anything.

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  • Link is here: dl.dropboxusercontent.com/u/73299017/capx/ORPG.capx

    Thanks a lot for the help.

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Equinox80

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