LaDestitute's Recent Forum Activity

  • It's a bit cumbersome, anyway I can replace the pick instance with something better?

  • There is a problem with loading, you are preloading the audio in the music folder, while in fact I believe everything in this folder is streamed so you dont need to preload it... at least, that how I understood it. things in the Sounds folder on the other hand were not.

    After having disabled your preloading, so the game actuaally tried to load, I got a browser error in firefox, so left it at that ...

    I reuploaded the capx. Disabled the preloading, and try again or try Chrome...it loads fine for me, both in Chrome and Firefox.

    What are you actually asking?

    What is happening, what would you like to happen?

    There is 300 events in your event-sheet, so what events do you want me (us)to look at and why?

    Look at the event sheet. Groups>Gameplay>Inventory.

    It works completely fine, I just want to know if there are improvements I can make with the events.

  • Any help, if anybody wants to take a look?

  • There's an actual behavior called pin. Check it out.

  • It took me a little while to figure out how to work an inventory system to my liking, and I could use some help in improving it. Just in general, but I like to globalize this, as in not have to use the pick instance. I'm also working on an equipment/equiping, crafting, and hotbar systems, so input on those is appreciated too.

    Screenshots are below for the setup, but here's also my capx if you want to see it in action, but it's +10 MB.

    Click here!

    Basics 1/3

    Basics 2/3

    Basics 3/3

    Dragging

  • I know of one way to do this, but there are other methods, but this is very easy. Do you have Paint.net? If not, download it. It's virus/spyware free, it's free, and it's a cross between the default Microsoft Paint and Photoshop, so it has many of Photoshop's features, such as effects and layers.

    Open up your sprite in Paint.net. Where it says Tool, click the dropdown thing, and select the one that says "Magic Wand".

    Two things to keep in mind: Flood mode and tolerance. Contiguous mode will only make a single area transparent, so any background not connected to your selection will not be made transparent. Global does a "total area" selection, meaning anything of the same color will be made transparent. Be careful with global, as if your sprite has any white in it, those will be made transparent. I recommend making any black/white in your sprites slightly off-color and not exactly Red=0/Green=0/Blue=0 (black) or Red=255/Green=255/Blue=255 (white).

    Secondly, tolerance. This percentage determines how much of the image magic wand chooses to make transparent. Lower values means lesser amounts, and higher means higher amounts. 100% will make the ENTIRE IMAGE transparent. I would recommend 25%, but 15%-20% is probably better. Play around with this until you get it right, depending on how your sprite is. I use 15% usually, but I lower it if I have to work with colors that blend very finely to avoid losing them.

    Now, just left-click your background and hit the delete key. Save it as png.

  • Are you making sure your sprites are transparent?

  • Any help on this?

  • Any help?

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  • I was going about on how to do dynamic enemy leveling in my game, so I created a test project to fiddle with this and get a working example. I have this perfectly setup, so I wanted to share this test capx with everybody!

    Dynamic enemy leveling capx

    Basic sum of the formula used:

    Base level = Level of player

    Level diff = Base level/5

    Minimum enemy level = base level - level diff, average enemy level = base level, and maximum enemy level = base level + level diff (not actually used, just to show an example of how the range works)

    Actual enemy level (examples below):

    [Base level] +/- [Range of of level difference]

    37 (base level) - 2 (random value from level diff, which is 7) = 35 (enemy level)

    42 (base level) + 4 (random value from level diff, which is 8) = 46 (enemy level)

  • I'm maybe a little late to the party, but this may be of use to you:

    construct.net/en

  • You must be doing something wrong, because I have the latest version and the scrollto behavior for my project's player entity, and it works fine.

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LaDestitute

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