DatapawWolf's Recent Forum Activity

  • New update! And new GIF.

    This is a snapshot of R017 containing the new hit animation, block action and animation, and weapon animation. See main post for more details! :D

  • https://www.scirra.com/contact bottom question has their contact info. Just send 'em an email with information. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Sounds like a scam to me. Someone trying to get personal information.

    Edit: I'm guessing the below is why. Without any context, "scam" was my first assumption.

  • russpuppy The inspiration came from reading about a few different battle systems that utilize stamina as energy instead of a time gauge or by turns. I took that idea and decided to expand upon it by first giving it a name, and attributing specific characteristics.

    For example the current system, being limited to one main PC, is where I get "Single" from. "Reflexive" comes from the primary actions such as blocking, attacking, and later the ability to focus in order to increase stamina regeneration. These actions will take require more of a reflex and responsiveness from the player. Now for stamina I would like to have a large maximum capacity, and one that is generally static in the sense that it won't scale with "levels" but determined by equipment. The idea of using stamina as a gauge, like I said, comes from other battle systems, but the mechanics of it are ones I have determined to fit best with the rest of the battle system.

  • Immortalitatis

    RPG Framework

    The project: an RPG framework built to be flexible and utilize what I call the SRSB (Single Reflexive Stamina Battle) system as the primary combat mechanic, and a basic tile-based movement and display system for the travel mechanic.

    SRSB: This combat system does not use the traditional turns of most RPGs. Rather, it utilizes stamina to determine whether or not an actor may perform an action. Primary actions such as blocking, focusing, and running do not require stamina but the stamina total may have an effect on regeneration or effectiveness. Other primary actions such as abilities generally require stamina and may be able to add certain buffs or debuffs, and cause damage to a target or targets. The goal of the system is to provide a fast-paced yet simple and original combat system that can be played on any device, with but a touch-screen (and configurable by keyboard/slide-out if desired).

    (

    background graphic made by Delfos of Open Game Art)

    Current Code Structure:

    • SRSB uses what I call an "action que" which means that when when a string of data is sent to the actor's que (as specified by IID), the code loops through flags to determine how the action is to be performed. Right now the buttons you see in the above GIF send hard-coded data to the que, but a list will be created in the future to dynamically add actions to a que by pulling from JSON.
    • Per-frame damage. In SRSB, I recently added assignment of damage per specific frames of animation. In other words, if animation A is chosen to play for ability B, with damage frame 3, when ability B is executed and animation A plays, when A hits the 3rd frame, damage will then be calculated and applied.
    • Weapon animations now play and the graphic is determined by the "equipped" weapon #.
    • The tile-based map system is yet-to-be-determined. I would like to use Tiled and have maps also loaded from Tiled's JSON files, but I am not sure how I would go about doing that. The current basic map was simply made using sprite objects, and will be changed later.
    • The encounter system is also working in basic form, and again will need to load JSON depending on the map and/or event. Unsure of using the traditional encounters per step like the early Final Fantasy series, or something akin to Grandia 2 or another system.

    In Progress:

    • Shield icons during block animation and/or weapon icons in the case of no shield
    • Basic Artificial Intelligence
    • Death animations and HP checking

    Questions? Comments? Suggestions?

  • Those are pretty neat. Like Aleq said, thank you for sharing!

    Edit: now that I think about it, what is/are the licensing of these two? Did you base your designs off of a licensed font?

  • May I ask why the theme was set but 16 years in the future?

    It seems geared towards inclusivity of ideas. Which, given that you are trying to open it up to free-licensers, does make sense. It's just kind of bland for my tastes. ;)

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  • The below picture is an example of what I'm talking about. I know that the descriptions also show up in the left properties window, but I do the majority of my editing and managing from the popup window, so I think it'd benefit other users like me. :)

  • zenox98 thanks for testing it! I'll ask him those questions so we can get this sorted out.

  • Exactly as the title says. For some reason my friend cannot open the *.capx file I send him without it crashing his C2 (updated to my version) in some way.

    I was hoping I could get someone to test this by having them try opening up my project.

    I've pretty much stripped out events and such that I need to keep to myself. The game may not run but that's not an issue. It's just that according to him he can't even look at the events and close the program without it freezing at some point.

    Any help would be appreciated! :)

    Test *.capx: https://www.dropbox.com/s/mueut9920h5dmf4/test.capx

  • You need at least a "For each" right after your pick so you can iterate over each instance.

    blackhornet Yup! That solved it:

    Though I'm still really stumped. Basically picking in an event and then picking again in a sub-event requires you to tell it to look through the instances again?

    Windwalker yeah that's the same thing my friend suggested when I showed him what I had done in the top screenshot.

  • After a looooong and frustrating gloss over the math functions in my program, I realized finally that picking objects by IIDs using, say Sprite(0).X does not work when I try to get the data using Sprite(int(tokenat(Sprite.string, 1, ","))).X by running the below events with more than one object at the same time.

    So I'm fairly sure that either nothing is happening, or it is picking incorrectly, because the expected results when I just do it by hand never occur.

    Here is an illustrative example:

    Basically, the reticle sprite is created as expected when I activate and populate my "actionQue" one at a time. However, when I populate both at the same time, it can suddenly not correctly pick the data of the object with an IID of 0.

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