GenkiGenga's Recent Forum Activity

  • Hey Psi, sorry to see a lot of criticism on a project you have worked on for a long time. I know the feeling, but it is good to see you are willing to make changes to improve it. I'm sure it will be for the best.

    Everyone has their own opinion of course but I like the original graphic style and think you should stick with it. The 80's comic book look is your point of difference, if you redid it with proper pixel art you would lose the nostalgia aspect and the heart of the game imo.

    I won't nitpick, but there are 2 big issues that stick out when i watch the video. The first is the screen size.

    As a beat-em-up game, I personally would like *at least* this much extra space on the screen to be able to navigate through enemies and plan my moves instead of just reacting to whatever pops on the screen (might need to widen the browser a bit to see the full image).

    The second thing is how your hero carries herself (pose and animations). You can tell a lot about someone by the way they stand and move. Most of the time she is slightly bent forward which to me portrays anger and generally isn't a flattering position for her. Why is this important? Well, this is very sexist but I feel like she should move more elegantly/gracefully. To be more specific, she should move in poses that accentuate her features and make her look sexy (especially since she is outfitted with a skin tight costume instead of armour that is designed to be functional).

    Straighten up her back to have her in positions that convey confidence. When animating, it might help you to select a strong pose like an attack position (the point of impact for example) and work backwards bringing her to the idle position. Change the running animation to a walk (keeping the back straight for the majority of the cycle), this would suit the speed she moves at much better in my opinion.

    Again, all just my opinion, for the most part I think you have a great project and wish you the best of luck moving forward.

  • Once you have enough rep you can PM if you like but it would be better if you can strip your game down to the base elements showing the problem for all to see, that way when it is fixed others looking up a similar problem can find a solution too.

  • Hey Bobcool15,

    Take a look in the manual for the section on instance variables.

    Basically, you can give objects extra values called instance variables. Once your player collides with an obstacle you can check if any of those fields are filled and if so, apply the effect.

    Here is a small example.

    https://db.tt/qfrRkhUv

  • Hey Apex,

    It is normal for your game to spike up the cpu usage when changing layout, especially if you have the debugger open while your doing so but it shouldn't be crashing. what is the error message?

    Can you strip the project down to the bare bones and post it for us to have a look?

  • Hey Xytz,

    Your problem sounds a little confusing how you describe it, if you upload an example cap.x though it can be fixed in a second.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Turn-Based RPG Template. — Now for sale in the Scirra Store!

    https://www.scirra.com/store/games-with-source/turn-based-rpg-template-1038

    <h3>The game:</h3><div class="deshr"></div><p>This template has been designed to make the process of building a complex RPG as simple as possible. The project contains all the difficult elements needed for a deep and satisfying game. Play on a computer, tablet or phone (works with touch controls or mouse input). Built to scale full screen automatically on any device.</p><h3>Features:</h3><div class="deshr"></div>

    • A complete turn based combat engine with intuitive touch controls and enemy AI.
    • Fully customisable dungeon editor.
    • Inventory functions like storing equipment, equipping items to party members and using consumables.
    • Various shops where you can buy and sell goods, a vault for storing items and a tavern for your party to rest in before accepting quests.
    • Party recruitment system, retire or replace fallen comrades with new members.
    • Flexible classes with unique abilities, specific equipment slots and in-depth character customisation.
    • Built in save feature. Progress is saved automatically after each dungeon.
    • Suitable for beginners and novices alike. The template contains detailed notes throughout explaining the inner workings and how to modify it.

    <h3>Expandable:</h3><div class="deshr"></div><p> </p><p>Reshape any facet of the game, from the costs of a certain skill to the bonus each piece of equipment gives and even the probability of an enemy using a particular move when attacking. Easily add thousands of unique items, equipment, skills, enemies and player classes from the examples already provided. </p><p>Build dungeons of any size and customise each room completely. Change the theme of the project by adding graphics for an outdoor setting or underground levels. You are in no way limited to creating dungeons from the assets provided.</p><p> </p><p>See the screenshots below for an explanation of how the game works. Feel free to contact me if you have any questions, before or after purchasing.</p>

    Use this topic to leave comments, ask questions and talk about Turn-Based RPG Template.

  • Thanks for the confirmation DUTOIT

    If you ever want some some feedback let me know! Really looking forward to seeing what people make of it.

  • Hey Xanxion,

    I'm sorry to hear your having problems with the connectivity. It's working fine for me but I have heard some people having issues due to either restrictive network configurations or with the isps themselves. Feel free to contact me by email, Id'e be happy to help you troubleshoot. Hopefully given a bit of time it will sort itself out.

    Will try to get to the AI in the not too distant future.

  • Hey WatchCats,

    If your happy with the way it rotates to the X, Y position you could add another condition to compare the distance between the two objects, which could then tell the ship to stop (or fire if it was an enemy).

    It's in the system conditions (compare two values). Then in the top section you type:

    Distance(Object1.X,Object1.Y,Object2.X,Object2.Y)

    is less than

    Desired amount

  • You do not have permission to view this post

  • You do not have permission to view this post

  • You do not have permission to view this post

GenkiGenga's avatar

GenkiGenga

Member since 20 Oct, 2011

Twitter
GenkiGenga has 5 followers

Trophy Case

  • 13-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • x2
    Popular Game One of your games has over 1,000 players
  • Coach One of your tutorials has over 1,000 readers
  • RTFM Read the fabulous manual
  • Email Verified

Progress

20/44
How to earn trophies