LaDestitute's Recent Forum Activity

  • Progress on the gamekit is currently a slog. Somehow lost an entire week's worth of development due to a BSOD. Had backups being made from Construct 2 too, was fucking weird. Yet, after the BSOD, apparently only had a backup from 12/31/2017 left. Am trying to make up the difference ASAP. The system-vars to hash-table conversion will be done soon, hopefully.

    I'm currently trying to convert the gamekit from the engine's in-system global variables to variables stored in a hash-table to make it more self-contained. It's breaking lots of shit as expected, functionality wise and debugging it is both fun and also incredibly frustrating.

  • You'll need to have a separate OSX machine with C2 to export them properly to OSX builds. You can't run OSX in virtual machine either, as virtual machines do fucky things with the OS.

  • LaDestitute

    In a year time when you look at a recipe "365790" you'll have no idea what it means. So I would recommend having recipes as text keys, not numbers. Say "wood,coal,iron", or with quantities: "wood:2,coal:2,iron:1", or with the final product name: "dagger#wood:2,coal:2,iron:1"

    Create a couple of functions that construct and parse these recipes using tokenat, tokencount expressions.

    You can sort the ingredient names in ascending order to make parsing easier.

    Another good option - create a table of all recipes in Excel, export it to a CSV file, use CSV plugin to search for recipes and ingredients.

    >         coal  wood  iron  bronze  wool
    dagger, 2,    2,    1,    0,      0
    sword,  2,    3,    1,    1,      0
    armor,  0,    0,    1,    0,      2
    [/code:20p7ax63]
    

    Okay, yeah wow, that's a much better solution. I won't use the csv2array plugin though, as I'm trying to make the gamekit out of the box and standalone.

    I already sort of know how to use tokenat by now but could you try walking me through it, please, just so I understand more clearly? Thanks!

  • A crafting/recipe system is on the roadmap for my gamekit as one of the last minute big features before release and I've been trying to tackle ways of going about said crafting system.

    Other than using some sort of array/database to store said recipes (and then checking for item-input results and/or if the inputted items match something is a whole other can of worms), one of my ideas to cover the output/item-input checking was to use a variable and append characters/numbers to for each new unique item and checking the result if it matches any of my specified stored recipes.

    Numbers might work better if in the sense of item-IDs, and as a simple example:

    Wood has an item-ID of 57 and Coal has an item-ID of 34. If variable-contents match 5734 or 3457 (allowing for both ways interchangeably, but it might get complex if there are more two items in a recipe, so lots of different results but that shouldn't be an issue here besides just more work), then remove items and output a few torches to the player's inventory and then clear the variable's contents afterwards.

    Besides that specific example, anyone got any examples or suggestions of how I could go about handling a crafting system?

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  • Made a small screwup where 1.0 and 1.0-hotfix2 were packaged together. It should be fixed now.

  • https://www.dropbox.com/sh/tmv3e0mn32gm ... S_G8V2jW7a

    1.0-hotfix2

    A second albeit late hotfix has been released for the gamekit, fixing a few weird bugs:

    *Fixed player-state not resetting if the player exits a non-dungeon door while carrying a pot or bush

    *Fixed sword being able to be swung while lifting objects

    *Fixed bushes not being able to be cut down with the sword

  • Figured there should be an update here since it's been a while. Been on a sort of semi self-imposed break anyway and also busy with other commitments (preparing for a con in 14 days), so I haven't been able to focus on the gamekit.

    I still have a handful of bugs to squash after the now done big code cleanup stage, then I can get to implementing the last major features. For one, I've juggling how I'll handle an extra inventory, specifically the 'spoils bag' I mentioned.

    Currently, it's proposed to function like a static inventory-set with a config much like the main-inventory and have the amount of slots be expandable by end-developers. I might even make adding extra slots config-side, just to make it easier, i.e, just edit the config to add a new slot/item type and boom, the game does it all on the fly without any further editing.

    Another format I am pondering, while still using the config-option, is having only a single or few present icons and arrows and gamepad buttons to cycle/scroll through the entire bag contents, which is a bit of a different approach. Might even make it further like a slot-machine layout with columns/rows.

  • Yes, you'll need a macbook or a desktop mac. You can export on Windows/Linux, but the resulting OSX port in the folder is not guaranteed to work.

  • Close, but as I said, keep mind that the index is zero-based, so it counts up from zero. Also, you should format your config/data file with no spaces, thus like 5/7/12.

    So, level would be 0, and money would be 2.

  • >

    > > My most recent video/gif, currently working on new enemies and how visibility works in the game.

    > >

    > >

    > >

    >

    > Very nice concept. For the light effects, how are you handling it? By the way, awesome to see someone making game boy games =D

    >

    Thanks For the light effect all art is black and white and the colours are on a separate layer above which multiples the colour values.

    BTW it's not GameBoy it's ZX Spectrum

    To be honest, it all kind of blurs together for me but not in a negative way. I'd rope anything like ZX or gameboy like, (or even possibly AMIGA as well) as being part of a general retro era/aesthetic.

  • Before I suggest the next thing, have you looked into combining a json or xml file using local storage?

    You could try a pure text file and tokenat as explained below.

    I'll break down the usage of tokenat for you, also so you can find out how to use it:

    tokenat(AJAX.LastData, 3, "|")[/code:2pmulfz2]
    
    I pulled the following line above from my gamekit, where I utilize it for setting the contents of inventory slots for key items like a bow or boomerang, as an example in this.
    
    I'm using AJAX here to pull from a project file (config.txt) but you can use other methods if you can think of it, but you can use AJAX to read directly from a config file if you have AJAX request/download the file.
    
    The number here (3) is the index it's asking for, to search for what contents to pull from. Keep in mind that the index is zero based, so if my available contents are "boomerang|bow|hookshot|bombs|lamp", 3 will return "bombs".
    
    The last value to note of ("|") is a separator that tokenat will use to distinguish the parts of a query, such as a comma or slash mark.
  • Given the architecture of Linux is vastly different to Windows, .x64 is likely there for the purpose of the 64-bit CPU architecture with running it in Linux, exe wise with Linux's package.nw.

    Yes, you need a mac to port OSX versions since the software behind OSX is proprietary. OSX can't be emulated in a virtual machine either, as it does fucky things with signatures regarding programming.

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LaDestitute

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