Sethmaster's Recent Forum Activity

  • please provide the .capx that demonstrate that issue.

    without that and further explanation of what is going on, I'm afraid there isn't much help we can offer.

  • You can resolve all of these issues if you spend an afternoon to read through the manual. And study a bit of programming concepts such as functions, including files, and arrays.

    All of your issues are pretty much beginner problems which can easily be resolved with better understanding of C2 already existed functionalities and programming concepts.

  • download the manual and glance through it. You won't regret it and may even find new faster and better ways to do what you want to do in your game.

  • Mid May Devlog

    I just finished a significant part of the graphical overhaul and there is still more work to be done.

    Regarding the character sprites, since my audiobro prefer realistic proportion rather than the cutesy type (TO and FFTA2), I decided to use back my OC design with significant improvements. Legs are thicker. Necks shorter. Animations are improved to give the characters a bit more jazz and gaiety.

    I am still bitter about losing two weeks’ worth of hellish work just to go back to my own design in the end though. A hard lesson to have.

    One more new mechanic that is added into the game is the alignment mechanic.

    Everyone who has played any D&D game before knows a bit about it. To put it simply, alignment is basically indication of how a person who react and behave towards others and situations he is in. Will he be a nice person and be an incredible dick? Obedient or a free thinker?

    In the game, alignments will affect how relationship between characters in your party progress. Characters with similar alignment will like each other while those with opposite outlooks toward life will grow to hate each other.

    Moreover, it also affects how characters react to your various decisions in the game, for good or ill.

    Naturally, alignment will also operate as gatekeeper to various advanced techniques and classes in the game.

    A gif of the new shopping UI.

    A gif of the new character model walking like an idiot.

    Several images of the new battlefield placement UI.

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  • Sethmaster - No I don't get the lag problem. That only happens when I have both objects in the preloader and the main layout. Besides, I don't use events to destroy preloader objects, I use DestroyOutsideLayout Behavior which is fast enough to destroy objects than events. Also, what I am experiencing is a short amount of invisibility of spriter objects when they are spawned on gameplay and not initially present in the main layout on startup (but they are present in the preloader). The reason here as I said above must be because of mobile limitations + javascript garbage collection that objects not present in the next layout will be flushed (so the preloader losses it's purpose). So the result is that there is a short moment of invisibility of the spriter objects. In my case, these are the bullets spriter objects. And Bullets that are invisible on first launch is kind of weird. So I am open for suggestions, thanks in advance.

    As I said in my previous post, just create those spriter sprites first at the startup of any layout that will use them outside of the viewport (use negative coordinates). On creation, disable the DestroyOutsideLayout behavior for those instances only.

    Then delete it soon afterward.

  • OP, because function parameters only lasted for the tick that the function is called.

    It is removed on the next tick.

    If you want to use it outside of that, save the parameters into dictionary keys/variables or as rexrainbow said, save it into an array.

  • No experience for using Spriter in mobile implementations since I never aimed for that but you can try creating one dummy for each spriter object you plan to use on the start of the layout outside of the layout (use negatives position) and deleting them shortly afterward (use 0.1 second of 8 ticks delay).

    Then create the sprites you actually want to use afterward with none of the lag or problem.

    No difference from preloading it using another layout.

  • It should since I have been using it as such for quite a while and have no issue whatsoever.

    If you don't want redundancy, simply create a layout with the scml sprites with its own event sheet for the initialization events and include the event sheet in every event sheet that you plan to use the sprites in, including the preloading layout/event sheet.

  • Did you include the scml event sheets both into the preloader and the main sheets where you want to use the spriter sprites? The code are necessary to be included in every event sheets they are used, it's not optional.

  • Wow, this is a very impressive project. I tried to make a similar project (isometric tower defense with RPG elements) but I ran into a lot of roadblocks like managing scrolling windows, keeping focus on the mouse so under-window elements aren't clicked, etc. I'm curious as to how you tackled these issues.

    Repeated trial and error. You can't escape that when making anything.

    And repeated code review to improve the entire user experience.

  • Why don't you use a word document or an excel sheet to keep track of the variables and their usage in each event sheets?

    Because that's what I do to avoid overlap and mishandling and to avoid bugging out features when doing maintenance on event sheets .

    It's not hard and take hardly a minute every hour of development.

    Because even if you know what variables have already been created, it would be quite difficult for you to remember where are all of them used and how.

    Best to just jot those down. Easier for maintenance and bug removal.

  • ?

    Just use a combination of local variables and functions?

    Also use the comment functionality of C2 to keep track of what's what.

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Sethmaster

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