Sethmaster's Recent Forum Activity

  • Anyway, here's an update on my issue.

    It seems that Spriter animations also have an issue to match miliseconds timing with other Spriter animations in Construct 2.

    Despite the timing match each other inside Spriter, they break off when imported into Construct 2.

    Basically some of the time, their timing match each other.

    Most of the times, one of the animations will play a bit later, therefore break the timing, making the overall animation wonky.

    I will try again to see if I make any mistake inside Spriter itself to generate such errors.

  • Did anyone else using both Spriter and Construct 2 have problems where the animations timing from Spriter don't match up with animation timing from Construct 2?

    I am using the Steam version btw.

  • I once finished a simple isometric SRPG game before and currently working on another one so it's definitely doable.

    The most important different thing in isometric projection is the Z-Ordering system so all your sprites are displayed on the screen as intended.

    Aside from that, it's just like other games which means a lot of work.

    Here's a gif of my previous work, Super Nuclear Riders.

  • ?

    Like for Construct 2, IIRC, there wasn't any specifically for Gamemaker, Unity or UE4 at all though.

    You can always join Ludum Dare and 1GamePerMonth using Construct 2 since nobody is stopping you.

  • > You can't necessarily do it all yourself. Sounds like you might need someone to bounce ideas off, maybe a partner who can help you take it that next stage. Possibly a designer to flesh out those ideas more.

    >

    That's absolutely true across all of what i do, I always need someone to bounce ideas off. Unfortunately I'm that lone wolf freelancer working always from my bedroom :/

    A discussion with one of your family member might be enough to encourage you to strive better.

    If not, how about organizing an outing with your real life friends to talk about your ideas?

    Even if they know absolutely nothing about game dev or related fields, they do know what sound neat or not.

    Most importantly, these people can served to remind you of your goals so you will not be so discouraged and will put a bit more effort if just not to disappoint them.

    That's my take on this.

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  • Making a classic Final Fantasy/RPG maker type of RPG is not that hard, there are plenty of examples out there.

    On the other hand, games like Final Fantasy Tactics, X-Com or Fallout 2 etc, which have a grid system, is much harder to make. I don't know if Construct 2 is capable of making one.

    You are saying?

  • I found a formula for it called the Box-Muller transform, and it looks like this:

    NormalRandom = mean + sqrt(std_deviation * -2 * ln(1 - random(1))) * cos(360 * (1-random(1)))

    Works pretty good in tests:

    https://dl.dropboxusercontent.com/u/542 ... andom.capx

    Edit:

    didn't look at your link till now.

    Thanks, that's what I am looking for <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> .

  • And another victim for my archives of dead-before-completed set of projects

    I am stopping development for Gangster Tactics to work on another new TBS project that seem vastly superior in concept.

    Will reveal what it is once I finish a playable prototype of its combat system.

    Will still be using Construct 2.

    This comic by theMeatly is somehow very relevant to my current situation so enjoy.

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  • Great job with the plugin as always!

    I love this new update as it works as I hoped it to be!

  • Sethmaster

    You might try to update the rex_squareTx plugin.

    Then set the "directions" to "8 directions" to search movable area and moving path with 8 directions.

    Thanks. Will do so right away.

  • Sethmaster

    Uh, I need some time to integrate this feature into my board system. I will try.

    Thanks.

    Your plugins are great and a huge help in my endeavor to make TBS games

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Sethmaster

Member since 16 Aug, 2013

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