crowtongue's Recent Forum Activity

  • I have tried again a few times to put in a simple event replacing the one that changes the tiles animation frame. No luck.

  • I'm actually not sure if I need to share all of the images I've used or if they are embedded in my project. In either case here are two sets of images:

    https://dl.dropbox.com/u/69407974/app-images.zip

    https://dl.dropbox.com/u/69407974/images.zip

    App images are just images for my buttons and spritefonts. The images .zip contains a bunch of .png files.

    At runtime if you click the folder with a plus sign on it it should pop up a folder dialog. Select whichever folder you extracted the images.zip archive to and it should populate with tiles.

  • That's what I thought too. Maybe I'm just making it all too complicated again and missing the obvious. Hope you can prove me wrong

    I've fixed the link in my initial post. Also put in a different file and stripped down most of the unnecessary events.

    I removed the event that had the "set frame" action in it altogether as well. Thanks for looking!

  • Is there any way where I can present my problem better or any crucial information I'm not passing along here?

    I realize of all the people who are skilled at CC even fewer of them still browse these forums, So I definitely don't mean to be impatient... but it seems to be back to the drawing board unless someone can help me with this, and I've already spent quite a lot of time on it so I'd really prefer to not have to do that.

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  • Looks like you've done a lot since we last got a play. The waterfalls are much nicer, running along the branches is much improved, the boar has been implemented, looks great!

    Having read that you're going to try and get a kickstarter going though, I would be super picky about getting this ready.

    • Title screen, the fonts are a bit bland here. I would spruce them up a bit or make a custom font.
    • Title screen, this would be very nice if you animated it I think. Like some sort of breeze pushing around a layer of grass and the wolfs hair. Something like that.
    • Background - It was on the tip of my tongue but I didn't quite realize it until Rory pointed it out... Something to add more depth would make the entire game look a lot better. I would personally suggest the color desaturation route, as I think the graphics in the background are wonderful and wouldn't want to blur them.

    -Gameplay - Dying - Death seems a bit weird sometimes. First of all if you entangle some enemies with your skill, then die, they will still be like t hat. If you die after running over the wooden planks they will still all be collapsed when you respawn. Sometimes when you fall on a bramble bush from above you are screwed, you take one hit immediately, and when you move you take another right away too and die. This seems to be easier to avoid when running into them from the side.

    I have encountered a strange bug I haven't been able to replicate where before respawning the wolf will float in the air and everything will shake.

    -Graphics - edge of waterfall pond - these ponds just abruptly end in a square shape. I'd make a transition.

    = Enemy AI - Although you put such care into animating the enemies they feel like kind of an afterthought while playing the game. When the giant horned deer enemy runs past you, he doesn't come back to chase you. Spiders always stay on whatever surface they are on. The boar simply charges back and forth kind of slowly. There is no challenge here, and no reason to really want to kill the enemies. It's not a fun part of the game, doesn't give you anything, and they are pretty easy to dodge. So why not just avoid them?

    Give them special attacks they can do sometimes! If a spider can't follow you anymore, maybe it can shoot webs at you from wherever it's stopped.

    Maybe a boar can charge up and do a really fast charge, and when he hits something if you're close it will stun you.

    Maybe the giant deer can jump around and follow you.

    I realize all of those things are a lot of work, but trust me it will improve your game so much.

    Anyways, your game has really come along and it it's super impressive. It's inspiring to me as I struggle to work on my own things in Construct. Great job and I really hope to see more soon!

  • Well... I guess I'm a little further with this, but still need help.

    If I add a "Tile('tex') Equal to 0" condition into each of the events above then the texture will come back when you scroll the screen over and back.

    The problem with this is that it loses one tile for copying as you scroll, so there will be tiles missing from the map for each one you place.

    I've tried to set up another event to catch this and spawn another object in its place but this either loops and freezes construct or doesn't do anything.

  • I look forward to seeing how you implement it. Keep with it!

  • Has a lot of promise, I think this is very cool so far.

    I have a bit of trouble steering the car, but it's still fun.

  • Ok so...

    If I were to get rid of Event #5

    For "Y" from 0 to 24

    +For "X" from 0 to 36

    ->create object "tile" on layer1 at ((loopindex("X")*32),((loopindex("Y")*32)

    ->Tile: set 'x' to loopindex("X")

    ->Tile: set 'y' to loopindex("Y")

    ->Tile: set 'tile' to -1

    and my events for scrolling the map...

    +While

    +Tile: X Less than ScrollXLeft -16

    ->Tile:set 'x' to 'x' + 37

    ->Tile:set X to .x +37*32

    ->Tile:set 'tile' to -1

    +While

    +Tile: X Greater than ScrollXRight + 16

    ->Tile:set 'x' to 'x' - 37

    ->Tile:set X to .x -37*32

    ->Tile:set 'tile' to -1

    +While

    +Tile: X Less than ScrollYTop - 16

    ->Tile:set 'x' to 'x' + 25

    ->Tile:set X to .x +25*32

    ->Tile:set 'tile' to -1

    +While

    +Tile: X Greater than ScrollYBottom+ 16

    ->Tile:set 'x' to 'x' - 25

    ->Tile:set X to .x -25*32

    ->Tile:set 'tile' to -1

    then add in the event that r0johound suggested above...

    + System: For each tex

    + tile: Value 'tex' Equal to tex ('id')

    -> TextureSetter: Give tile the texture from tex

    It works fine! Unfortunately when I create a map as big as 200 x 200 tiles or bigger it gets incredibly bogged down, which is why these events are here in the first place. If I take them out, I need a way to clear the offscreen tiles without erasing the textures. I have tried a couple more things this evening, the last one being writing to an array all of the tiles I want drawn to the screen and changing them as I scroll. This did not seem to work.

    It would be greatly appreciated if anyone could shine a light on this for me.

  • It's good to see that I'm thinking more along these lines. This was actually one of the first things I tried, and it doesn't work. It will sometimes remember one tile, but that tile will be repeated across the map since the method of clearing the screen you helped me implement basically just recycles tiles.

    I think I have to go back to the drawing board and reimplement that system.

  • Bump

    Still not any further with this

  • My apologies! I was under the impression there was a demo.

    I'll keep following it though, anything that combines a roguelike and another genre pretty well always piques my interest.

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crowtongue

Member since 25 Sep, 2012

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