68kStudios's Recent Forum Activity

  • Ok, it seems that you have to click on something on the screen to "activate" it, and after that any conditions can trigger the "Request fullscreen" action.

  • Well, the game can't automatically go fullscreen only after the loading layout, the splashscreen and the intro...it doesn't make any sense.

  • From the manual : Note the browser may ignore this request unless the action is in a user-initiated event, such as a mouse click, key press, touch event or button press.

    I've read the manual, and there was (now it's gone) another line after the one you quote:

    "(The one exception to this is NW.js which can request fullscreen at any time.)"

    Is this no longer true? And, even stranger, if I put the same condition ("On start of layout -> Request fullscreen") on the fourth or fifth layout, it works fine...

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  • I'm working on a PC game, so I will export the project with NW.js.

    I want to start my game on fullscreen using the Browser plugin. "On start of layout -> Request fullscreen" on the first layout just doesn't work, nor using preview, neither if I export the game with NW.js.

    I can set the game fullscreen only if I click on a button or take an action.

    Am I missing something? What I'm doing wrong?

  • The game is also on Itch.io with a new update

    https://68kstudios.itch.io/catacumbas

  • The game’s atmosphere is nice, especially better now with sound effects and music. The current music is good, but becomes too repetitive after listening it for 30plus levels. I turned the music volume down.

    You are right, I'm making some new musics that will be played during the game

    Suggestion: It would be nice if you could add a changelog to the menu :)

    For now, you can see a more detailed changelog on my facebook page facebook.com/68kstudios

    About the shooting enemies, I've added this behaviour to other monsters, like the Floating Eyes in the first levels. So you don't need to reach level 37 again to see some variety :D

    Thank you again ;)

  • Question: Does it also say “0” when enemies miss you? Or “0” only displays when they hit, but they deal no damage?

    0 is a missed blow, the minimum damage is 1 even with a DMG reduction of 10

    Question/Suggestion: Are some enemies capable of hiding? Sometimes I see rats coming out of nowhere, and once I thought a goblin suddenly became visible, but it’s impossible to determine if they came from another room or corridor.

    No, but some enemies (like rats) can reproduce themselves, so you can see a new enemy appears next to another of the same kind.

    Question: is it the same to perform the search action with 1 ap remaining or 10 ap remaining?

    yes

    Bug: when entering a room by diggin a Wall through a neighboring room, the line of sight mechanic doesn’t work and you can only see 1 tile into the room.

    It's not a bug, it's intended in this way. If you are in a tunnel in a wall, you can't properly see around you. It's a little disadvantage to not use the main door ;)

    Thank you again, i'm going to publish a new update soon

  • I will write more as I play, if you wish.

    Yes absolutely, I need this kind of feedbacks ;)

    I'm taking notes of your suggestions for the next update, thank you.

    The throw knife skill of rogue is so bad considering its mana cost. It does laughable damage. In every manner of speaking, moving into attack is much better. Does it get better over time, or with increased mind skill? Another question: Lets say I have 12 action points when I'm next to an enemy. WHen I attack, do I make only 1 attack, or the number of attacks is based upon a combination of the weapon and the action points remaining?

    1) Yes, It's just that weak :D but it's modified by Strength

    2)the number of attacks is: Action Points left / Weapon Weight, with at least 1 attack granted

  • Hello.

    Played with knight all the way down to lvl 20. I don't know how deep this goes, or if it has an end or does it procedurally create levels all the way down to eternity.

    The game ends at level 100 ;)

    * Weapon orb doesn’t show in shop inventory icon, only way to deduce its presence is to check the stats. Can cause mistaken purchases.

    Ops! I missed it!

    * Couldn’t find the button to close inventory once I open it with “I”, do I have to take an action? Pressing “I” to close it again?

    Press ESC or any other keyboard button but I

    * Healing (red) fountain at level 9 healed for 1 hp only. (from 75 to 76, does it heal to a percentage of max hp? Was it supposed to give a buff?)

    The red fountain gives you just few HP (a little more if you use the druid). I'll probably add a small percentage of your Max HP, so it will become useful even at higher levels.

    - Disarming a trap could have a small chance to yield items/gold or xp? (items of the previous victims?)

    Good idea

    - Having too easy time with Knight. Enemy damage too low and can’t compete with even low armor values (damage reduction) values like 1-2. Snakes don’t even deal damage most of the time. Once I upgraded my starting armor to +5 with scrolls, I am like Ironman.

    You are right, the Knight is too strong. It's time to nerf!

    -Felt zero need to use potions.

    Because the knight is too strong, probably

    I think this has the beginnings of something awesome.

    Thank you very much, you have spotted a lot of thing that I have missed.

    I'll publish another fix in the next few days, thank you again.

  • Thank you all for your feedbacks; I've just uploaded a small update to balance some stuff (like the hunger level increase, that is now a little slower).

    You can find the version 0.6.10 at the same address: http://www.68kstudios.com/games/catacumbas/

    Edit: I just realize, your the person thats making the "7th circle" game! Wow, your on your way if you keep this up!

    Thank you very much. I'm also working the the sequel of "The 7th Circle": this is the Steam page

    store.steampowered.com/app/1251850/Inferno__Beyond_the_7th_Circle

  • Onto technical level, may I ask which the line of sight algorithm you implemented and how did you do it with construct?

    I've used the the rot.js plugin that has an integrated fov action; also, I've used different LineofSight behaviours for the PG

    This is amazing. Expand upon it and construct might finally have a worthy roguelike!

    Thank you ;)

  • Hunger mechanics are fine, but I think they always drain way too fast. It´s like the character needs a steak every 10 minutes with snacks inbetween. And once you hit 0 you basically just drop dead within minutes, except a mage, they just heal themselves (?) I´d rather have levels of starvation, like beeing satiated gives you a buff while certain degrees of starvation will give you debuffs (reduced max health, reduced mental abilities, reduced strength etc.) and yeah, maybe in the end the character dies but this should take a while, starvation is a pretty slow death.

    Thank you for your feedbacks...this hunger mechanics is a pretty good suggestion ;)

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68kStudios

Member since 19 Apr, 2016

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