Rushino's Recent Forum Activity

  • Screen shots look awesome!

    I'm a huge Metroid fan and it makes me really happy to see someone reference a Blizzard game that's not Diablo or Starcraft!

    Blackthorne was one of my favorite SNES games. Can't wait to see more!

    Thanks for your comments! Blackthorne was also one of my favorite SNES games. Expect the same kind of combat system along with the same kind of ambiance. This is basically what i want to bring on.

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  • Hi everyone,

    I would like to share the actual state of my project: BLEAK FORTRESS.

    INTRODUCTION

    Bleak Fortress is a retro survival stealth platformer inspired from Metroid, Metal Gear Solid and BlackThorne (an old blizzard entertainment game).

    STORY SUMMARY

    (Will be more elaborated later...)

    You are Ryan, an agent from a rebel secret group division.

    "All we see from here, is darkness. We have been doomed with nothing left except fear and dispair. We are in 2503, the New Order forces have taken down everything, they taken our homes, our lives. I tried to stop them but got arrested and been thrown in a cell very deep in a fortress. I don't know where i am, how to get out of there. But one thing is sure i must stop them no matter what!"

    • Ryan Grimmjack

    Basically, you must find your way out of the fortress. This will also include side objectives.

    PLANNED FEATURES

    • Cross-platform: Win32, MacOS, Linux.
    • Available in French and English.
    • DRM-Free.
    • Gamepad and keyboard support.
    • Retro art style game.
    • Progressive story with an bit of humour.
    • "Old-school" survival inventory management.
    • Open format with possibility of creating your own scenarios and levels with Tiled.
    • More than 100 levels, non-linear progression with mission objectives.
    • Try many different approach to complete your objectives.
    • Many objects and weapons to find in order to progress in the game.
    • Hide yourself in shadow to avoid conflicts or ennemy fire.
    • Hi-jack terminals in order to open new paths of exploration, obtain tactical critical data for your mission or simply to disable security device in order to progress in the game.
    • Sequel to the story planned as a DLC with new content, graphics, etc.

    AVAILABILITY

    I don't want to advance myself yet but the engine is almost finished. (Around 75% ...)

    A kickstarter will fellow in May-June. Hopefully this look interesting to any of you If you have any questions or feedback they are very welcome!

    Website should be up soon!

    Thanks for your interest and your support!

  • Hi,

    Just have a little question.. i have a sprite front and a sprite box. I create a sprite box and adjust height and width of the sprite font so it fit the box.

    Is there a way to make the sprite font to auto-adjust itself depending on text (so i could make the box to fit the text instead) cause this cause a visible gab. The reason i need this is that my game will be translated in another language so depending on the language the size of the text is not the same.

    Thanks!

  • Umm.. I just installed the new build r163. It is supposed to have an included Wii U plugin ? Just wondering cause its not there in my plugin list and when i try to export there no wii u option. Just curious why .

    Thanks!

  • Afterall the best solution was with a instance property. Pick is really different from ForEach. Sometime we are more looking for a ForEach than a Pick.

  • Umm.. i don't know fully the problem you had but i know Trigger Once doesn't pick instances. all it do is actually trigger your actions once the conditions become true or false.

    I tried another solution which seem to work (based on a post from Arima)

    Pick Xyz where IsEnabled = 1

       Trigger Once

              (change animation)

    Else

       Trigger Once

              (change animation)

    This variation actually work very well too. Trigger Once can act alone cause no condition mean true basically.. so if it turn out to be true it won't be executed again. But i wonder if this is safer than..

    Pick Xyz where IsEnabled <> 1

    Trigger Once

         (change animation)

    Pick Xyz where IsEnabled = 1

    Trigger Once

         (change animation)

    For sure both doesn't do the same thing but you know that IsEnabled can be TRUE or FALSE so an ELSE might not be needed in my case. I found ELSE to be useful in toggle scenario between 2 actions.

  • Interesting solution! the idea is to simulate the trigger once on an entity then.

  • Hi,

    How do you use Trigger Once in conjonction of checking if an instance variable is TRUE do something, ELSE do something ?

    Is that the way to do it ?

    + Condition

    + Trigger Once

         o Actions...

    + Else

    + Trigger Once

        o Actions...

         

    Thanks!

  • You seem right.. anyway i tried on another keyboard and it worked. Probably a "ghosting" problem we often see around. For anyone interested..

    microsoft.com/appliedsciences/antighostingexplained.mspx

    Thanks and sorry for the trouble.

  • Tried with is down event + triggered once isntead of on pressed and it still do the same thing except this time there is a delay of 2 seconds before he jump when he running left and no delay when he running right. Strange.

  • This is a nasty bug with the platform object or keyboard object i found while doing some test with my game. I dunno why it do this (or i missed something?) and i have been able to reproduce it. At first i though i was crazy.. but it seem to be related to the "F" key.. i tried with the other keys but doesn't seem to be reproduced.

    Then i tried setting the jump key to something else.. lets say the X key. I found out that if the key that i am holding is "F" the same behaviour will happen.. can't jump while heading left.

    But the strange thing is that i tried setting it to H. The behaviour act as normal.. and the player can jump even if i am holding the F key.

    So there something that seem to be related to the F key.

    Link to .capx file (required! If link is blocked remove the http and www parts):

    mediafire.com/download/3kb2asfll6ot4qk/PlatformMovementBug.capx

    Steps to reproduce:

    So far, this can be reproduced using the F key set as JUMP. The bug happen when your walking left while your holding any other key (at least it do it with key near F such D) and then using F as the JUMP key.

    1. Hold D key then move toward right (Don't stop moving) and press jump key "F". It work fine.. as expected.

    2. Now, hold any key D key as you did in step 1 and then move toward left this time (Don't stop moving) and press jump key. It doesn't work.

    Observed result:

    The player doesn't jump when the player is moving to the left with a key being hold and then using the jump key "F" but this work if he moving to the right.

    Expected result:

    The player should jump while going at right or left no matter the direction he is using with the key "F" set as jump.

    Browsers affected:

    Chrome: Yes same thing happen.

    Firefox: Can't test, didn't installed it.

    Internet Explorer: Yes same thing happen.

    Operating system & service pack:

    Windows 7 64 Bits

    Construct 2 version:

    r158.2

    Thanks a lots!

  • You can have IsKeyDown to act like IsKeyPRessed by using Trigger once through.

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Rushino

Member since 15 Sep, 2013

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