Khaz's Recent Forum Activity

  • No noticeable slow down for me.

  • Also the forums are looking nice.

    But yeah. Multiplayer. Amazing. Thank you Scirra.

  • Looks fine for me on all the browsers I've used. My default is Chrome. You are probably experiencing a bug with WebGL shaders.

    Located in the US.

    Just made this for fun, don't intend to release past these forums.

    This is an adaption of Ashley's tutorial code.

    Sanic is copyrighted to some bum I sold the rights to for the last few pennies he had. Saga can't do anything about it.

    FB integration is fake as far as I know. Saga could have changed something.

  • Self explanatory. Flappy bird made millions with cheat graphics.

    Sega is ruining Sonic. Why can't I?

    https://dl.dropboxusercontent.com/u/4541630/sanic/index.html

  • Hi. Just from a marketing stand-point, you might have greater success lowering your product from $99 to 20 or lower.

    There's simply so many paint programs out there right now.

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  • Nice. One thing though, I had to stop because that subtle shake every time I fired a bullet felt like it was about to give me eye-strain and a headache :)

  • Why is grotesquely violent games are fine but as soon as some pixel skin is shown its banned... really, society has issues.

  • My games just about finished. But I'm having a real hard time making an inventory. So I'm outsourcing it out. I'll pay anyone 10 USD upon delivery of an inventory system that works like this:

    .CSV plug in to read data from docs.google.com/spreadsheet/ccc

    A platform behavior player with the following instance variables:

    MAX HP

    STR

    DEF

    CON

    INT

    LCK

    When the player destroys a monster, if lck > random number, drop an item

    item is an object with animation frames for each item in the CSV file. So a random number for the item/animation frame. Would be between 0 and 43 for example.

    Player collides with item, set first open slot from an inventory array of 20 spaces to filled. Using a pause menu, access a visual inventory. Hover over item to read item description. Click to equip/de-equip. If item clicked, set first open slot for equip array of 8 spaces filled.

    For each filled equip slot, add item's data from CSV to player's instance variables.

    Think anyone can help me out here? I can pay by paypal on delivery.

  • My games just about finished. But I'm having a real hard time making an inventory. So I'm outsourcing it out. I'll pay anyone 10 USD upon delivery of an inventory system that works like this:

    .CSV plug in to read data from docs.google.com/spreadsheet/ccc

    A platform behavior player with the following instance variables:

    MAX HP

    STR

    DEF

    CON

    INT

    LCK

    When the player destroys a monster, if lck > random number, drop an item

    item is an object with animation frames for each item in the CSV file. So a random number for the item/animation frame. Would be between 0 and 43 for example.

    Player collides with item, set first open slot from an inventory array of 20 spaces to filled. Using a pause menu, access a visual inventory. Hover over item to read item description. Click to equip/de-equip. If item clicked, set first open slot for equip array of 8 spaces filled.

    For each filled equip slot, add item's data from CSV to player's instance variables.

    Think anyone can help me out here? I can pay by paypal on delivery.

  • Thanks guys!

  • Bump

  • Howdy Scirra forums. I've used the search function and I've seen some examples. I'm requesting someone basically walk through what I need to do in C2. If C2 were a scripting language, I think I could handle this. But well, C2 isn't a scripting language. I'm still new to WYSIWYG game editors.

    I'll try to explain what I need help with to the best of my abilities.

    Theory

    I'd have three arrays for what I need to accomplish.

    1] The first array would be a 1 dimensional array for inventory "slots".

    [0][1][2][3][4][5][6][7][8][9][10]...

    Each address would have a value.

    0 = empty, 1=Item.animation frame 1, 2=Item.animation frame 3=Item.animation frame 3,etc . . . .

    2] The second array would also be 1 dimensional. For equipped items.

    [0]Feet

    [1]Body

    [2]R_arm

    [3]L_arm

    [4]Head

    [6]Weapon

    [7]Trinket1

    [8]Trinket2

    Each address would have a value.

    0 = empty, 1=Item.animation frame 1, 2=Item.animation frame 3=Item.animation frame 3,etc . . . .

    3] The third array would connect the two arrays and contain all the info for items. It'd be multi dimensional.

    [0] Animation frame to show

    [0a] Item Name

    [0b] STR to add

    [0c] DEF to add

    [0d] INT to add

    [0e] LCK to add

    [0f] CON to add

    [0g] MP to add

    [0h] Hp to add

    The action would work like this:

    o Player kills monster

    o Computer does a random number roll.

    o If the number roll is a success, the monster spawns a random item

    o When the player collides("picks up") the item, the items corresponding number is added to the Slot array.

    There'd be a menu that shows the inventory with each item number having a specific animation frame that would show in the inventory. Then you'd be able to drag from the slots into the equip. The slot address would become 0, and the Equip Inventory would gain the previous address.

    Then, the third array would run the calculation and add whatever specific stats to the player's stats.

    _________________________________________________

    Does the basic game theory for what I want to achieve make sense? Is there a simpler way to implement what I want to add?

Khaz's avatar

Khaz

Member since 20 Jan, 2012

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