Sethmaster's Recent Forum Activity

  • > I gotta say I absolutely love seeing updates to your game and I am extremely impressed, such an extremely polished looking game. Have you ever thought about selling an SRPG template? Would love to see more come from C2

    >

    Love it! like StarCS said... are you going to sell a template ?

    I will consider the possibility after my game is finished and released. For now, I only have enough free time for my own game dev.

    Until recently, most of the work done is to revise the sprites that compromise the characters. Mainly to ensure that it still run smoothly on moderately old toasters. A lot of experimentation and tedious work since most of the stuff is new territory for me.

    Now, let's talk about the new stuff have been done or planned in the game development.

    New schools

    The old Explosive school have been changed to fire arts to accommodate the new Explosives school which is mainly about using consumable grenades to deal strong damage to your targets. Another new school is White Arts is about is pretty much filled with long range healing and support techniques to fill the gameplay niche that the close range Medicine school couldn't. As you might expected, these schools are also open to your enemies.

    New items

    Some new stuff is in the game or planned to be in including the new class of items, grenades, as shown on the image above.

    New Battle UIs

    The Battle Arrow is changed to calculate predicted damage, predicted accuracy and predicted crit chance while showing the additional effects of the technique used.

    For your information, the prediction will be more accurate and will take account of more details the better your knowledge of the target is.

    As an example, to even have the arrow predict damage correctly in relation to element advantages and disadvantages, you at least need to have a knowledge level of 1 on the group you are fighting against.

    What is not shown on the pic above is that on the top will be a symbol displaying your posse knowledge of the target, if you are targeting your enemy instead of your own ally.

    Character creation updated with so many options that next 100 options button is a necessity.

    As stated in the title and shown on the pics above.

    Overworld conversations and events is in.

    Work as normal dialogues but happened right in the overworld instead of jumping to a new map. Since this method save me a hell lot of work, I will use it for inane dialogues and side quests to build up story immersion and to highlight the effects of your actions.

    Morale is a thing

    Your characters now have mood swing and sometimes may garner a mission-wide status boost if they are treated well or may get slapped with bad mood debuff if they are treated like a third world sweatshop employee. To put it simply, most of your characters are normal people, a.k.a lazy bums. FYI, forcing/buying them new techniques, schools or jobs depress them as they have to work far harder than normal, double that for extremely lazy characters. So is making decisions that they don't like due to their alignment. Or teaming them up with people they dislike or hate for a mission.

    In short, many ways to piss off or massage your characters' mood.

    Base building planned.

    Base building will be a thing for chapter two, with how well the graphical implementation of it depending on the outcome of this game's early access. Gameplay-wise, the base give the player a myriad of options and majority of those options give plus and minus to the morale of certain characters. In example, business characters will love it if you decide to develop your base to be a mostly posh office while street characters rightfully feel uneasy and unwelcome in it. Within those options, you can choose to pander to all of your characters using generic options for minor pluses or go hog wild with a specific theme, giving specific characters you pandering to huge pluses to their morale.

    Well, that's all for now.

  • Turn off pixel rounding if you are trying to make a pixel platformer.

  • My version is just a variant of what R0j0hound already proposed.

    Simply

    For "index_name" from 0 to tokencount("text1,text2,text3",",") - 1

    --- (condition) tokenat("text1,text2,text3",loopindex("index_name"),",") = "text2"

    --- (Action) Collect dictionary: Add key "Index_var" with value loopindex("index_name")

    *replace dictionary, index_var, index_name and string as you wanted

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  • I'm sorry but who are you talking to Sethmaster ?

    Nah, to nobody in particular.

    Just airing out some of my opinions out after reading this thread.

  • I don't understand how you can have memory issues when changing layout pretty much dump all previous non-global objects from memory, especially when making complex games such as mine.

    Destroying objects and instances when they are unneeded also remove them from memory.

    If you are having memory issues, its more due to how your game design and logic works, rather than the engine supposedly flaw. Try reading some nice blogs and articles written by veterans who can give you good tips to work your game around those issues.

  • Hey lucid thanks for the update! It seems to work great aside from one thing: character maps. I've used them plenty of times before, but I can't seem to get any character maps to appear in C2. It always just shows the default. I've e-mailed you a minimal C2 example showing it so you don't have to, but choosing to append a character map does nothing with the new rendering method.

    ?

    I don't have that issue using the new rendering method though. And I use charactermaps for nearly everything.

    Did you do a "clear all charactermaps" first before appending charactermaps?

  • Wait 0. Bam. Thank you. Now all I need is a "purge" tool. Get rid of all the variables and objects that don't get used or called. Woooo I suck at organizing.

    Can't help you with objects (all non-global objects in previous layouts get removed when you go to new layout anyway so the point is moot) but for variables, consider using several dictionaries instead of global variables.

    Advantages:

    1. It will be far easier to transfer events between projects.

    2. If you keep track of what each key in the dictionaries do using excel and such, it is extremely easy to organize variables and ensure no redundancies (which is important when you intend to improve and update your game). (Actually you should do this documentation anyway for global variables if you are using them since having all of that documented in one page is far better than having many of them in different event sheets, confusing you over what do what when you plan to improve your game after several months.)

    3. Using different dictionaries to serve as categories, you can reset values as you wish, which is important for certain games.

    4. Your event sheets will look really nice and compact without global variables cluttering the top.

  • The very few reasons to even attempt that would be duplication of code in other games to a different game engine for deniability of theft.

    And that's not very nice, to say the least.

    If you plan to start afresh your own game in a different game engine, it is always wiser to code back from scratch your entire game so you can maintain and understand the engine characteristics.

    After all, all programming logic and concept works pretty much the same.

  • Sethmaster - interesting. So when you pick a specific instance of a spriter object, you're able to reference all those spriter sprites as well? is that because it's a container?

    You got it right

    Sethmaster - this looks like it'll be a lot of tedious work to make sure I get every instance selected... but it's definitely a solution

    If you use it in a function, you only need to do it once, tedious and all, and then reference it whenever you want it to be used.

  • lucid - looking forward to the update, sounds like you guys are really nailing down a lot of potential issues pretty quickly! would this potentially add the ability to use webgl effects?

    I thought we can always use it even from before?. I can easily use it on mine.

    Use the effects on the family members of the spriter object in the family section of C2. Not the object itself.

    Here's an example from my game

    You can see the effects at work if you play the demo of my game.

  • OP, why don't you just collect all external data on the start of your app and stored them inside dictionaries and arrays. Compute them there at blinding speed with zero problems. On exit, save or set interval, slot back the data into the local storage objects.

    It's pretty easy, no fuss and pretty much how all other people do it,.

  • I forgot to mention that surnames are in. With that in, it should more fun and interesting as some of your enemies will get their names and surnames generated from established pools that I have filled.

    Moreover, the previous rifle school is divided into two new different school, assault rifle and sniper rifle school. One goes for mid range multi hit style while the other goes for the long range high crit one hit style.

    For now, the game development in still chugging on the new customization of the new character models, as all other graphical overhaul is completed. As of now, 52 different options for eye-wear and 70 different options for hairstyle have been completed. Current working on the rest before finishing chapter 1 and releasing both the early access and its demo together.

    A gif to demonstrate the current new customization options. A special thanks goes to the Spriter team for making it incredibly easy to do so.

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Sethmaster

Member since 16 Aug, 2013

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