GenkiGenga's Recent Forum Activity

  • Cant see C2 ever going on sale again to be honest, doesn't really make a whole lot of sense for them in my opinion given the new model.

    C2 is great. I still use it, but if you do become serious with it you will definitely be upgrading to c3 at some point so keep that in mind (c3 will make it easier to monetise as well as being the better engine after they have had enough time to work on it).

    There will always be that portion of the community that doesn't think they will make enough use of it to justify the yearly cost though, and they might be right. For that I would like to see another option where the sub covers use of the exporters/advanced features like multiplayer etc.

  • I do remember getting a bit of slowdown somewhat similar to what your gif shows a couple of years ago when my hard drive and one piece of ram was failing.

    Crazy to hear others getting the initial boot/close time the same or longer than mine. Like Rojo I thought it was just me. I hope it doesn't become a real issue down the line.

  • I haven't experienced what you are talking about but I definitely noticed that C2 has been taking longer to open these days (for me this is not an over time thing, just in general).

    When I open construct 2 on my freshly booted comp I have to wait about 10 seconds before it pops up (not loading a game either just opening up the program). Pretty much the same story for when I close it.

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  • In the debug view you can see the collisions per tick.

  • I do prefer to consider max level and work back from there but once you have a formula it is easy to play around with it. Other things to take into account is the stats you have for your characters, like do they have stamina, endurance etc and how they affect the damage received.

    If you have never played buldars gate or icewind dale I would suggest you go there first because when the battle commences you can actually see the formula they are using as it happens. Even games like knights of the old republic do this as well (both of these use D&D rules I believe - or slightly modified versions of them).

    I run all of my attacks through a universal event that handles every move in the game.

    So after you give your character an attack command you run any simple formula for chance to hit (keep in mind you could do this so many ways, this is fairly easy but it can get as complicated as you like).

    -------------------------------------------

    Choose(1,2,3,4), if 4 then it counts as a miss, if anything else we can proceed through the damage chain.

    -------------------------------------------

    If proceeding, calculate damage. Set a variable "Damage" to tally up the amount based on other things like weapon strength and character strength.

    -------------------------------------------

    (Set 'Damage' to Weapon base damage + character strength stat) x 5 <--- the higher you make this number the more damage you will see and vice versa.

    -------------------------------------------

    Then we reduce the damage based on the armour of the enemy.

    ----------------------------------------

    Target Enemy lose hp equal to 'Damage' - TargetEnemy.Armour.

    ----------------------------------------

    Things can get more complicated if you take into account things like weakness to elements, magic and physical attacks etc.

  • No worries, yeah I have worked on multiple (one big one in production also). You can see what is in the store by clicking on the image button under my name (when the store comes back up that is ).

    Happy to add to the discussion when I have time but I will likely miss the conversation unless I am tagged. I am a firm believer of doing things yourself if you can - just thought that some people might appreciate a head start though so I plugged my template.

  • Hey guys, both of those projects look good.

    If you run into problems I would be happy to help when I have the time if you send me a pm (also have a template in the store that could prove useful if you ever struggle with any elements).

    Love the cheesy text by the way.

  • Wasn't c2 autosaving for you along the way? Have you tried to load that?

    Sucks mate, that has almost happened to me before. I know its not the best time to say but saving regularly to different files is good practice.

  • Hey Max, in the purchasing event you can add an extra condition - Player cobons is equal to or greater than the purchase price. Otherwise it wont fire.

  • This is really handy mate. Good job.

  • Sorry for the late reply mate. If you can just drag them from one folder to another it should be fine.

  • It is there, I think you are looking for it through the actions (the left side of the event is for conditions, the right side for actions).

    Conditions:

    System > Compare variable

    System > Every X seconds

    Actions :

    System > Add 1 to balance.

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GenkiGenga

Member since 20 Oct, 2011

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