Tobye's Recent Forum Activity

  • Ashley - Sorry, I missed one, I had a lot of objects to check through. Updated in original post.

  • Sorry for being daft, but can someone step-by-step this for me? I have gone through the instructions here: http://www.mosync.com/documentation/manualpages/getting-started-html5-and-javascript#Create_a_New_Project_

    Then copied the HTML export into the created folder and Jayderyu said, but it still won't work. When I played it in the emulator it just ran the example app. Then, when I tried deleting the original files from that folder it came up with errors.

  • Kyatric - Oh the Clay.io plugin isn't in the posted .capx, the image problem is there with or without it. I just thought maybe it might help to understand the problem, as all other plugins work fine even with the black image problem (I'm not a coder, so not sure what information is relevant exactly).

  • Hey jayderyu - how exactly do you get your games on there? Which export method etc.?

  • Link to .capx file (required!):

    dropbox.com/s/j9gu4ununyws6nq/ready%20to%20submit.capx

    Steps to reproduce:

    1. Play layout 'Town'

    Observed result:

    Of the 4 characters on the screen, 3 of them will be black boxes. If you delete more objects from the project, this will gradually stop happening (try deleting say 3 objects and one image will go back to normal. Try deleting 20 and all will be normal).

    Another method that worked for a bit was to relocate the affected objects to another object type folder. However, after doing this many times, the problem starts to occur again.

    *EDIT: an additional note is that when this issue occurs, it also prevented the Clay.io plugin connecting (the Clay.io plugin is not included in the posted .capx). Not sure if that helps but thought I would mention it.

    Expected result:

    The characters should appear normally.

    Browsers affected:

    Chrome: yes

    Firefox: no

    Internet Explorer: no

    Operating system & service pack:

    Windows 8 (unknown service pack)

    Construct 2 version:

    116

  • jayderyu - ah alrighty. Let's hope Cocoon get onto it soon ^^

  • Yann - Yeah I just searched it and boy do I feel dumb :( That took me a long time to sort out! xD   Well, it's already done now. Thanks for the guidance :)

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  • Yann - Yes, I think 15 minutes at a time is better, it forces me to stop and think about what you've just shown ;)

    And about the dictionary, that is what I started with, but I had no idea you could save dictionaries...? The reason I did them as arrays was so I could save the array .asJSON.

  • Okay I know this is a long shot, but I want an artist for a small RPG. I already have stock art, but of course I would prefer some original stuff. The deal is a 40% cut plus $100 AUD per week. Sorry, but any more than that and oDesk becomes more attractive. The work would start in about 10 days.

    GAME OUTLINE

    -Very grim RPG, not a kidsy romp

    -No turn based combat. Actually combat is more of a real-time 'automated via commands' thing, and there isn't a lot of it in the game

    -Emphasis on story, puzzles and navigating very cunning conversations

    FEATURES

    -Full non-grid based pathfinding

    -Line of sight detection

    -Inventory system with point-and-click style usage options and item combining

    -1-6 hours of gameplay depending on paths chosen with huge emphasis on replay value

    -Over a dozen endings

    -Multiple main characters

    -Full custom soundtrack

    -Full text system with choices

    -Autosave feature that records every aspect of the game

    All of this without the use of any plugins what-so-ever to ensure compatibility with as many platforms as possible and also so I can make my own modifications.

    So far latest tests have it running at 30fps on Android when maximum number of units are on screen, which is pretty nice.

    PUBLISHING

    The game runs on pc, web, android and I am going to assume mac and iPhone (as the new .exe exporter works for mac and Cocoon's APK works fine. I just haven't got around to testing on them). I am also hoping to get it running on Ouya, but as everyone is aware there are issues with the controller.

    While I will be approaching some publishers, it's not a good idea to rely on that. And if I do, I will be approaching some of the local successes (in Australia) like Halfbrick and Voxel Agents as they have been much more receptive in the past than big companies, as you could imagine.

    The final monetisation structure is not solidified, but leaning strongly towards 'pay after a certain time'.

    This game is not aimed at becoming a block-buster or the next Angry Birds, so don't expect that, it is simply trying to be a great experience. An actually good game, not a 2-minutes-of-joy-for-a-dollar affair.

    CURRENT PROGRESS

    The game is still heavily in development, but the entire engine itself is almost complete. The only mechanic I still have to work on is combat. I expect the entire engine to be complete within a week, then it's about adding content. I have a very clear view of what is going into the game as I have been working on it as a side project for about 6 months now and have also built a substantial game doc. So I expect to have the game completed by late March.

    If you are interested, you would need to work very busily to try to keep to that timeline.

    WORKLOAD

    It will be about 10 days until I can give you the exact number, but to outline:

    The primary things that need to be done are backgrounds and characters. As I have stock art for everything, I will simply send you a level and you recreate it to fit, in the exact same dimensions. So once style has been confirmed, there really should not be any misunderstanding as to what is wanted. I will handle UI and effects myself.

    The game world is very small for an RPG, but small for an RPG is enormous compared to an endless runner. There will be about 20 different characters too that need basic animation.

    So that's about it, if you're interested or want more info, feel free to send me a message!

  • rfisher jayderyu - so you guys have controllers working on Ouya? Care to share? :) I would love to see my work actually moving about on it!

  • Yann - Haha, yeah I am halfway through and gotta say thanks! Covers stuff I had no idea about (like printing out values of arrays - so helpful!).

    How I have it set up is a different array for each level that records every enemy position, their direction, chasing player or not, health. That same array also records the self-switch for each item (so, if self is 0 the item has not been collected, if 1 it has basically).

    Inventory array that holds all items. This one is simple for me as there is a low max number of items and no duplicates, so I just add to index of 0 if it exists, if not show an 'inventory full' message. However, I think most people doing RPGs will want massive arrays with many duplicates and want to know how to display that, so my method isn't helpful.

    Then I have the player's array, which holds health, location, direction, sanity (my main character does not have many stats, but again most other people will want all that luck, agility, etc.).

    Then there is also the transition array, which basically holds all the information about where you came from in the case that, say, you go to a cutscene on another layout then return and want everything to be the way it was. So, the previous layout name, the value of any timers that happen to be active, etc., etc.,.

    So yeah, although now I have it nicely streamlined and it all loads and saves automatically, it's pretty messy stuff.

    Here's an image of the sort of way I'm going about it: dropbox.com/s/k275o9sxm2aespl/Untitledv.png (sorry I don't know how to put a picture in my post).

  • Yann - Yep! It was one of the most confusing parts for me to learn. Webstorage itself is easy enough, but when it came to filling the arrays correctly, saving them and loading them, it gets pretty tricky when you're dealing with lots of information.

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Tobye

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