LaDestitute's Recent Forum Activity

  • Can we see a capx, please? Not much help without one.

  • Pseudo code but this should work for you but it depends if you have levels with preset contents or are generaitng them, if the latter, I will help out with that too if it's an extra requirement:

    Event condition: On tile tapped (mouse or touch plugin) + Animation is "unknowntile"

    When selecting a tapped tile, you may want to set a global variable to the UID right after, like so: Set variable to "int(Tile.UID)"

    Set Animation to:

    Choose ("Nothing", "Enemy1", "Enemy2", "Loot1", "Loot1", "Loot2")[/code:2sth6bkn]
    You can list duplicates of the same animation in Choose if you want to create weighed probabilities, such as Enemy2 being more common.
    
    Create separate conditions for the functions of each tile-type, such as for Loot1:
    On tile tapped + Animation is "Loot1"
    Set tapped tile anim to "Empty"
    Add value to global variable
    Update text or images to indicate new resource obtained or more gold added
    
    The choose thing here will also cover generating an exit and you may want to only have it appear after x tiles tapped or something like that.
  • You should make two global variables. One for the tile's X and one for the tile's Y.

    Set variableX to: TileMapName.PositionToTileX()

    Set VariableY to: TileMapName.PositionToTileY()

    Set the layout position into the (), i.e as an example number for PositionToTileX(24). Then, using the Erase Tile action under your tilemap, set the X/Y when it asks for them to your global variables and you can then also use your two global variables to spawn in an object at the same location right after, as long as you don't overwrite or erase what is in your two global variables.

  • Are your layouts the same size? If they are, I probably have a solution of how to do it, otherwise it might get slightly more complicated.

  • A gamekit-hotfix was released yesterday at 11 PM (the dropbox links have been updated), fixes include:

    *Fixed issues with dungeon chests not being able to open

    *Fixed player being able to move when lifting objects

  • Stable build 1.0 IS NOW OUT:

    https://www.dropbox.com/sh/tmv3e0mn32gm ... 2jW7a?dl=0

  • A new stable build is dropping in ~1 hour or possibly less than that. Have one more major implementation to do, then misc adjustments and build exporting/packaging.

  • New stable build for the gamekit alpha release coming soon, probably in a few days; with a realistic ETA of next week. Expect lots of bug fixes and also plenty of optimization improvements and changes.

  • Streaming game development/programming stuff:

    https://www.twitch.tv/ladestitute

    (say something in the chat for a shoutout when it actually starts!)

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  • A reminder to those that have or are playtesting the gamekit's public release! URGENT!

    Please submit any bugs found to the issue tracker (that is, after checking if they already do not exist as an open issue), which can be found here:

    https://gitlab.com/LaDestitute/A-RPG-Gamekit/issues

    A gitlab account is required to open bug issues so I can fix them eventually but gitlab account creation is completely free!

  • I've moved all enemies over to use a family, where they now derive specific instance variables from the family, such as health or invincibilityframes. One set of events now covers all common functions, such as knockback and damage but an ID instance variable from the family is also used to dictate if enemies should trigger unique behaviors to said functions.

  • Also, for anyone interested, got a Discord Server:

    https://discord.gg/eexY8Am

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LaDestitute

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