fassFlash's Recent Forum Activity

  • Pah Bump. Changed the description so that people don't think that this page is a joke and actually know that this is an actual game.

  • I suggest using something like 640x720 (depending on the game, though), and using letterbox scale. When using that, the game resizes its size to the user's screen without overdoing it like in here.

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  • Pah bump.

  • Also use a few screenshots. Maybe some art. Something to give your reader other than one large block of text.

    Ok done. Thanks

  • Suggestions: format your body of text; use forum code to make it look more interesting to the eye, and combine sentences into paragraphs. Do not use line breaks unless needed to separate different kinds of information.

    [quote:3850vaei]Yeah, Action Gamemaster izze good game. However, it needs more cats and it needs to be moved in the main game so it can be longer.

    Right now, when I click your forum post, I see one large body of text. Many readers will simply leave the page as they don't want to have to sort through all of that text.

    Also use a few screenshots. Maybe some art. Something to give your reader other than one large block of text.

    Ok, thank you.

  • Why is everyone ignoring this

  • Hello there!

    Here was supposed to be a joke-like description where this game was actually made 23 years ago by Shigeru Miyamoto, but apparently people think that this is just a joke post and not an actual game.

    Here's a better description.

    Action Gamemaster is a game that is loosely based on Action 52- a multicartridge from 1991 for the NES made by Active Enterprises (yes, an NES game in 1991). It was an attempt by Active to make a multicart that would actually be legal to release- since all the asian multicarts used famous games, illegally. And how would they do that? By making their own games for it, of course!

    All the 52 games sucked ass. The developers had several months to make a whole 52 games, what did you expect?

    Anyways, THIS game is also based off a character in Action 52- Action Gamemaster. He was... umm... well, he was the guy who appeared in Cheetahmen and had absolutely no relevance to the "story" whatsoever.

    And while I was really bored, I thought: "Hmm, maybe Action Gamemaster can have a game based around him. I'm gonna go do that."

    The game itself plays, control-wise, like a regular old platformer, but it's also not linear, like Metroid. That means, there's upgrades to get for your character, you can use those upgrades to go to places you couldn't access before, you can be patient and explore the item rooms which give you permanent health, weapon upgrades, etcetera.

    The game has little areas, but for now, I'm at that stage of development when I need to get as much feedback as I can to fix glitches, inconsistencies, notice broken design I can't notice because I didn't when I made it, or even change the entire game for the better. Then, I can focus on bringing in more upgrades, areas, bosses, enemies, cats, dogs, tea, coffee-

    You can download the Windows version here:

    https://www.dropbox.com/s/5kck7ltctn1ax ... master.zip

    Or ask for a Mac/Linux version in the comments. I am making the game on a Mac , but the node webkit .app wrapper doesn't work at all for me. Maybe it would for you?

    Use Z to attack, 1 2 3 to choose weapons.

  • Can you give me a downloadable .exe version? I can't start the game because it starts to lag instantly down to less than 1 FPS.

  • There seems to be a logic flaw in your probability/drop code

    [quote:2imn5rc5]Set DropRandom to round(random(Hurtable.DropProbability,100))

    This is setting DropRandom to a number between DropProbability and 100

    With DropProbability = 98, DropRandom will be 98, 99 or 100

    With DropProbability = 50, DropRandom will be 50, 51, 52, ... , 98, 99 or 100

    That is DropRandom >= DropProbability

    You are then checking:

    [quote:2imn5rc5]DropRandom <= DropProbability

    but it will never be less, and only sometimes equal.

    Basically, at 98 you have a 1 in 3 chance of a drop and at 50 you have a 1 in 51 chance of a drop.

    Try this instead:

    [quote:2imn5rc5]Set DropRandom to round(random(0,100))

    DropRandom <= DropProbability

    DropRandom will be a number from 0 to 100 and DropProbability should then work like the percentage chance you seem to have intended and if DropProbability is greater than or equal to DropRandom it will drop an item.

    Thank you very much! How do I give you cookies for this?

  • How about you debug a bit?

    Print DropRandom and Hurtables.DropProbability, I would bet you're not picking the right Hurtables

    I tried, but nothing prints, probably because enemies die.

  • [quso far it seems you cannot reference variables on the fly of child objects like you are trying to do when you are looking for the drop probability variable. OBJECTION! Before, I had both the Drop( yes or no) and DropRandom variable, and it worked perfectly!
  • >

    > > Hey,

    > >

    > > I have yet to fully learn how families work but as I understand it a family group is considered a separate object to the objects that are children of it.

    > >

    > > What this means is when you have your actions call the families group it does not get your instanced variable for the object that is a child of it but the family object itself.

    > >

    > > I have not found a way so far to reference dynamically the child objects of a family. And believe me I have been trying as it would save me about 200 events in my event sheets.

    > >

    > Yes, but families also have instance variables which are given to the objects inside that family. You do that by pressing right click on the family and selecting the "add instance variable". In this case, hp is a variable of the family.

    >

    Yes I know this but you still can not reference dynamically the object inside the family by using the family object as the event object. By doing this you are checking against the instance variables of the family object and not the object you want. I have not found a way as of yet to actually reference the object inside the family without making convoluted if - else if events for each and every object.

    Wait, but the code doesn't reference any family objects, only the family variables..

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fassFlash

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