Dominius2003's Recent Forum Activity

  • I apologize for my newbness but I'm unable to find where I can set the variable for the time scale of a layer.

    I was able to figure out what was causing my strife with the SelectionBox, strangely enough. When I add "Set Anchor Disabled" just above "Set Y of selectionbox +35" and I DO NOT re-enable the anchor, all seems to work okay... <sigh>

    So now I'm able to move through the initial window, but on to my NEXT problem, which is Inventory.

    Tokenat isn't doing what I want it to do. I'm running a loop to generate a list of items, but the ItemName text isn't setting right from a long list of attributes.

    I'll post screenies of the code in just a second here, and even if you don't reply to this thanks VERY much for attempting to help!!

  • Hi guys... Wondering what I've done wrong here.

    What I have here is a menu that comes up when I hit Esc. All elements have Anchor for a behavior. What's working - I get a Menu w/ options like Status, Equipment, etc. There's SUPPOSED to be a selection box that moves around. The selection box starts on Status but never moves, in spite of my <"Set keyboard press down arrow" Make SelectionBox Y = Selectionbox.Y+35>

    Even when I set Anchor on Selectionbox to Disabled before I try to move the selection box down by 35 pixels, nothing happens in my menu.

    Thoughts?? =(

    <img src="http://i1267.photobucket.com/albums/jj553/Dominius2010/CodeIssues.png" border="0" />

  • Hi guys,

    Every thing that I see for inventory examples shows click and drag or a system that produces a text string. What I'm looking for is a Castlevania style equipment screen.

    ITEMS

    OPTIONS

    etc... w/ boxes around Items to begin, and you can arrow up/down to get to the rest of the menu?

    Once in Items you see the slots.

    Head

    Shoulder

    Arms

    Body

    etc.

    Box is around head at first and shows what you have equipped. You press a key and it opens your inventory w/ viable equipment that you can choose from and the mods to your stats...

    I know this is super complicated but does anyone have a capx I could check out for this?

    Thanks!!

  • ... Also make sure to set the "Sampling" to "Point."

    THAT's why it was blurry... I love you already! =D My scale's currently pixel-for-pixel, so I think I'm alright =)

    <img src="http://i1267.photobucket.com/albums/jj553/Dominius2010/Hero.png" border="0" />

    2) "Graphics."

    Perfect, very good to know and I'm glad I decided to fit this in now! I just recently got my bounding boxes to grab the nearest mob sprite and set values for attack, HP, etc based on what's overlapping... I'm VERY happy with my results and it'll save LOADS of code.

    3) "I use only 1 or 2 event sheets for bluekeygames.com/happiness.html, and it runs fine. "

    Awesome. I'm trying to use one Event Sheet and organize it by groups. Sounds like it won't kill me to not use Layout Events so I'm going to try without, then if I have to pull things out later if I see speed issues I think I can do that w/ the power I saved in graphics. =D I'm VERY glad to know ab the order of event code though, so thanks a load for that! I'll check out Happiness after I submit this reply =D

    4) "Multiplayer is tricky. "

    Cripes I NEED this thing to work multiplayer... It's going to lose so much flash without it imo and I feel like if I start coding with that in mind from the beginning things may be better... I'll see what I can do.

    5) "Array, JSON, Webstorage. Also the latest beta has Save/Load States."

    So far I'm clueless but it sounds like once I dig into it there shouldn't be any issues. Hopefully by the time I'm done with the portion I'm working on the beta will be live =)

    6) "Create a separate sprite, a square one. You'll put it's visibility to invisible. You'll set up image points in your animations, and when you want a hit box just set up your events to spawn the hitbox sprite on that object's imagepoint."

    Awesome! Will the hitbox go away when that frame of attack is past or will I need to write in a Destroy code for the hitbox?

    7) "Not entirely necessary anymore really, but still useful in some scenarios."

    Yeah like I said above I think I have this figured out FINALLY. =DD Thanks though!

    "I would highly suggest you don't do this as your first project. Start off small. "

    I am, in essence. All I'm hoping to do with my game is to create a prototype to get people in on the project. The grand scheme is a giant game and I have all kinds of great ideas to implement to make it a killer new twist on an old successful theme.

    What I'm looking for to begin with is 3 zones of my giant game. If this game I have in my head had a demo, what I'm currently looking to create IS said demo.

    "Anyway, hope at least some of that helped. Any other members feel free to correct me. Good luck in your endeavors! And welcome to the community!"

    <font size="5">THANK YOU!!!!!!!!!!!!!!!! <333333!!!</font>

  • In the sprite properties should be a section called "Instance Variables." I assume that's what he's talking about? I'm relatively new as well.

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  • Hi guys,

    First off, love the community in this place. I'm on the verge of buying the full version because I know I'll need it eventually.

    My project in most vagueness, is to make a huge Castlevania-type exploration RPG. It will not be stage-based, closest thing to compare it to would be Symphony of the Night. So I have a few questions regarding my project's plausability.

    My main goal would be for the game to be played it on PC. As my plan is currently "Go big or go home," I need to know how I should start. I have sprites so far for one enemy and a main hero. They're roughly 25x50 pixels big, since I want this to look retro.

    Question 1) Since the game will be large, should I keep my sprites small (roughly 25x50 pixels per frame) and load it into a large layout and set the view small and stretch it? How much will it affect my game's performance if I blow up the images by 400% to be roughly 100x200 per frame?

    2) What takes up more computing power? Event Sheet actions or graphics? Should I focus more on minimizing graphics or on minimizing code?

    3) I'm currently only using one event sheet. Is this wise for a large-scale project or will this eventually choke out the game?

    4) I would LIKE to make this game multiplayer (just 2 players). I saw the "How Do I?" on it but I haven't dug terribly deep into it yet. I'm not asking how to do it, but on a scale of 1-10, How much extra work would I be creating for myself? Is it easier to make the Multiplayer content local only w/ game pads?

    5) Obviously being a huge SOTN-type game w/ 3 difficulty levels, saving will be necessary. Again, I'm not asking how to on this one, just asking how much trouble I'd be making for myself? Scale of 1-10. I'm going to dive into this later, after I start up a few levels and start actually testing out the early stages of the game.

    6) I've made a punch animation for my character, and I don't see a How Do I on what the best way to create a collision box for the punch to do damage to an enemy w/o making EVERY frame of my "Player" sprite hurt an enemy (yes, I'm using a "PlayerBox" sprite as well. In the full version I know there are families. Would the best thing to do be to create a family and have the fist in as its own object on that frame?

    7) I saw a post about having bounding boxes for EVERY enemy, and how to get it to pick the nearest sprite box. I'm cool w/ doing this but... how much does this help with enemies?

    Thank you guys so much ahead of time.

  • Aw crap... I looked in the FAQ but I didn't see anything!

    I'll look again, thanks!

  • I'm looking to make a Castlevania-like game, but to do that I need to be able to move from room to room like Castlevania.

    1) The edge of the room would have to be the edge of vision, so the camera would have to stop following the player.

    2) Collision with door > Wait command > Door opens.

    3) Room pans from one over to new room as character slowly walks through, and past collision point for door.

    4) Door closes, wait command ends.

    Would I just have to have one giant layer and pan through it?

    This would work with one zone, but once the player gets to a new zone, would I need a new project or just a new layer?

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Dominius2003

Member since 5 Apr, 2013

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