YoHoho's Recent Forum Activity

  • This is something that I haven't figured out how to do properly in years and I would like to apply it to multiple projects I'm working on.

    I have an object that has HP. When its HP is lowered, I want the object to show cracks in it. The animation is simple but I don't understand how to calculate the damage percentage wise.

    What are the proper values to have an object show a certain cracked animation frame at 75%, 50% and 25%? And how would I adjust this to work with even more animation frames in the future?

    Any help would be appreciated.

  • Sprite is on-screen (inverted), trigger once > create indicator object at edge of screen.

    Sprite is on-screen (inverted), indicator object set angle toward sprite.x,sprite.y

    Can you create a simple example of this? I'm looking to have something like this for one of my games but I'm not sure what you mean by putting 'on screen (inverted)'.

  • Check out the free RPG with Construct to get an idea : construct.net/en/blogs/construct-official-blog-1/demonoire-new-bundled-rpg-for-construct-3-949

    Yeah, I had checked that out before. I'm not a C3 user yet but it is interesting. That game is more along the lines of Legend of Zelda, though. I'm really talking about something akin to Final Fantasy, Dragon Quest, etc. Those games are far more complex and random and that's what I'm looking into.

  • Clearly some games are easier/faster to put together than others. I've been using the program and this site for 3 years and have wondered if anyone's completed and published a complete RPG experience using Construct 2.

    I'm still wondering how certain aspects of an RPG are being put together: all of the Enemy/Item info and randomness, story and dialogue, leveling and unlocking of things, etc.

    If anyone has the experience either with what they're currently working on or have already created, I wouldn't mind having some things to look over. Thanks.

  • There are several ways to do this:

    1. Create a dummy object (an empty sprite for example), set it as Global and add No Save behavior. Move all your global variables to instance variables on this sprite.

    2. Save these variables to Local Storage. After loading a saved game, retrieve variables from Local Storage.

    Can you make a demonstration of this to look over? I think I might have tried to do something like this before and wasn't sure it was working.

  • Seeing again if I can get any replies to this. Otherwise, I'm going to see about using multiple globals and try to get it working consistently.

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  • Wanting to see if I can get a response to this. Any help would be appreciated.

  • I'm working on a game where the player's own stats can increase after leveling/receiving a bonus. In the game, the player picks 3 team members who have their own set stats. However, the player itself can add an increase/decrease to each team member at the start of the level.

    Ex.

    Player: +1.5HP, 2Pow, +1.8Def, +0.2Aim

    Team Member 1: 5HP, 5Pow, 4Def, 3Aim

    Team Member 2: 4HP, 3Pow, 4Def, 4Aim

    Team Member 3: 4HP, 5Pow, 3Def, 2Aim

    How would I go about having a system where the Player stats are added as bonuses to each Team Member at the start of the level? It's a 2D side scrolling type of game.

    Also, with the Aim stat... considering that each Team Member is supposed to aim at a particular angle (0, 45, etc.), I'm not sure how to even add an aiming bonus. That stat is perplexing me as to how it's even featured/used properly in a video game. Any ideas on how to go about and get this all working would be appreciated.

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YoHoho

Member since 31 Aug, 2015

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