Grymligast's Recent Forum Activity

  • Does it grind to a halt before doing that?

    Anyway, as TwinBlazar said, can you show us a YouTube clip of it? What does debugging say?

  • I think mikehive is correct, and as mentioned "holding variable" should likely be a local variable.

    Event 23, create a blank subevent that will contain the action setting the variable's value, modifying the array and displaying the value, so this way your local variable can sit between the top event 23 and the newly created blank sub-event.

    Cheers Kyatric, makes so much more sense when it's not 1am and struggling to keep an eye open!

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  • Hi Mike,

    Thanks for that, I think might just work! I was running on empty last night and couldn't wrap my head around it!

    I'll let you know how I get on tonight.

    Cheers

  • Hi all,

    I've been trying to solve an little stumbling block i've had with my combat log and i'm hoping someone can provide some advice on how to overcome this.

    To give you an idea of what i'm trying to achieve, here's some wonderfully pre-alpha shots and the events.

    Firstly upon loading, the textbox asks you to hit Spawn to spawn a random mob. Once you click this it then tells you what mob you've spawned:

    For this particular part you then press basicAttack(testAttack). This takes the mob health i've pushed from a static mob array to a temporary mob array tempMob.At(0), and then I subtract a random number from your characters min and max attack stat array "- round(random(aCharH.At(4),aCharH.At(5)))"

    This is fine and dandy and does what it's supposed to. However I would like it display the value of - round(random(aCharH.At(4),aCharH.At(5))) and not the health remaining at tempMob.At(0). So instead of "mob is at x health":

    I'd like it to say "You attack mob for x damage" or something similar. My main objective here is to get that X damage done. I've played around with a global variable to try and get the x damage done so I can easily display it, then have it subtracted from the mobs health, but I don't seem to be able to get the math nailed down.

    Has anyone done something similar before? If so how did you overcome it? I feel like it's staring at me in the face and i'm too blind to see it!

    Thanks for looking

  • I hire and buy assets from CS2 Store/Unity Store.

    I'm not an artist/graphics/modelling person fortunately. Yes I said fortunately. I'm a designer by heart. I let the talented people (and there are some amazingly talented people out there) do the graphics work whilst I spend more time creating and polishing.

  • Like others have said, just stick with it. If I get stuck on something I'm trying to work out, I take a step away from the computer and let my brain digest. Go for a quick walk but think about the problem you're having. Putting on some music from the genre your making I find also helps. Helps you visualise and look at problems with a level head.

    Well, that nonsense works for me anyway!

  • I've had my idea for the game i'm creating for a few years now. However i've always been in full time employment and always found it difficult.

    It sounds stupid but I have a ton of motivation videos on YouTube on repeat. At some point last year my procrastination disappeared and my motivation appeared. I now make at least 2+ hours Monday-Saturday (10pm to midnight), and most importantly, take a complete break on Sunday to digest everything i've done in the week on the game.

    It rubs off in every other aspect of my life also. I have a great new job and just about to buy a house.

    The most inspiring and simple words i've heard, is oddly from Jim Carey. You can fail at what you don't want. So you might as well take a chance on doing what you love.

    A good start:

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  • This is great work, i'm really impressed. The art reminds me of a mix of Resident Evil, Borderlands and The Secret World. Love it.

    Also that interior screenshot, looks like someone had a midlife interior design crisis lol

  • something id like to add here you might want to change the hp to also have a current hp and a max hp if you plan on adding in healing. to least cap the health pool

    That's a really good idea, thanks for that. i'm just about to start adding in spells now as the base combat is now complete.

    Though thinking about it, I might have overhealing as a mechanic, with a timed decay back down to your max hp.

    Thanks again.

  • Or, riffing off Programmer3000's idea, what about shadow creatures who only pursue you when you're in the dark - get near a light source and they back off?

    Bit like Weeping Angels? Sort of https://youtu.be/cwdbLu_x0gY?t=2m16s

  • crap I worked it out! random(aCharH.at(2),aCharH.At(3)). when i saw it I thought, "of course". meh, it's 130am.

    will leave it up if anyone else has something similar.

    [Edit]

    Actually if someone does use something similar, it's best to use "round(random.." first, otherwise you get crazy decimal places and not whole numbers

  • Morning all,

    I'm doing some testing at the moment trying to get the combat working on me game. I believe what I'm trying to do is possible but I'm having a problem getting the syntax right.

    I have 2 arrays:

    1D "aCharH" for my character stats

    2D "TRmob" for my NPC stats

    I have a function that calls a random NPC from the TRmob array to the screen, and the NPC HP from that is shoved in to a global variable and shown on screen.

    I then have a button to "attack" the NPC. When I click this it SHOULD pull X=2 and X=3 from the aCharH array which is my minAtk and maxAtk values (2 and 4), which then subtracts this from the NPC HP global variable.

    However nothing happens. I took out the syntax and just put in "15" to make sure nothing else is wrong and it works fine, so I know my syntax is crap trying to pull the min/max values from aCharH. I know it must be possible, and by god i've looked around the Googleweb for an answer but I can't seem to see anything. Has anyone done something similar?

    Thanks!

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