VonFirflirch's Recent Forum Activity

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    I've actually made some decent progress on my RPG, lately. It's mostly an attempt at applying Paper Mario's old badge system to a more standard game.

    I gotta say, making a battle system is rather daunting. I haven't even tried to keep things balanced yet, the headaches haven't even begun! x)

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    I'm trying to combine elements from a bunch of games to make my dream RPG.

    You explore dungeons in the old-fashioned, tile-based way, with random encounters.

    Combat at its core is Dragon Quest's "pick commands and watch everything play out (hopefully) as you intended".

    There are lots of Ailments to pester either side, Priority moves that make you act sooner or later and Shin Megami Tensei's stackable Buffs/Debuffs to snowball your way to victory.

    The Etrian Odyssey twist is that you'll come across lots of gimmicks/puzzles and/or wandering monsters that should be avoided and still move while you fight other enemies.

    Besides its single-digit values, classic Paper Mario's Badge system is also present, allowing you to equip new skills for use in battle, using points gained from leveling up.

    Skills come in three flavors :

    -Active Skills : the attacking, defensive or support options you'll use in battle ;

    -Passive Skills : a variety of special effects that will help you out in battle ;

    -Soul Skills : same as Passives, but every playable character has their own.

    Monsters also use skills, so keep an eye out for their crazier Passives that'll put you to sleep when you kill them, mitigate the first hit taken, give them more turns and so on...

    ... man, I hope I'll be able to finish this and make it every bit as awesome as it is in my mind! xD

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    Showing off a couple of new attacks and a new boss. Though, since I like to have fun, I temporarily gave it a twin brother...

    Dumb ideas like this one are probably why it's taking me so long to get anything done on this xD

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    Still chipping at this thing.

    I adore games with multiple playable characters, so I couldn't resist implementing that feature before things that might actually be higher on the priority list ! I'm also a Kirby fan, so it had to be Meta Knight (his sprites were taken and edited from the Spriters Resource) ;)

    It's most likely going to be like some of the Kirby/Castlevania games : Main character is versatile, the others are specialists/gimmicky.

    I can't wait to come up and add really stupid secret characters, though that's waaaaay later down the road, I'm getting ahead of myself as always x)

  • Turns out, it WAS some kind of bug and is going to be fixed.

    Ah, one less headache to worry about x)

  • I can probably debug it, if you wanna share the project privately I am on discord ant#4434. You can't really complete the game with that kind of bug existing.

    I definitely can't, yup x)

    I think I'll give it another go myself, I should probably make a smaller project from scratch, getting rid of all the fluff that actually seems to work, and see if I can reproduce the issues.

  • You've got a lot of function within function stuff there for just spawning an enemy hehe. Because it's in French also difficult to decipher but if it spawns the enemies on collision with the next zone I don't see why it would break.

    Sorry about that, I tried adding english comments on the fly but...! x)

    But yeah, welcome to my world, I see no reasons why this breaks at some point when it works fine at first, but it does (sometimes) and it's driving me nuts x)

  • This might be a bit obvious but I guess it's not really, check that you're not loading an old save slot or a different one to the one you are saving to. I can't guess where it would go wrong, if your enemies spawn based on logic that happens as you enter the next room. Is it a new layout? Show a screenshot of the spawning logic for the room.

    This took way too long, sorry. My internet decided to go on strike for a bit.

    It's all on several big layouts with Tiled backgrounds (called "Zone") clamping the camera, acting as rooms.

  • You should check if the issue can happen without load/save feature by entering the room a bunch of times, then it is down to your own events. The load will load the game at the state it was when you saved, if you set the enemy variables later on then it should have no effect really.

    I did try that, but it really only happens after a load. I'll just keep messing around with it, hopefully, eventually, I'll figure something out.

    Thanks for the advice, anyway.

  • I like to think my game runs just fine, but lately, I've gotten completely stuck. You see, whenever my player dies, I want the game to reload the last save... and that's where things get weird.

    Watch the video below, I save the game, walk into a room and everything works as intended. For your information, every enemy except for the last plant monster uses the same object, it's nothing but variables that dictate the sprite, the hitboxes and behavior they take.

    After a death, the game reloads my save and re-entering the room suddenly makes every enemy use the same sprite, the hitboxes all get pinned to just one instance (I get hit by nothing after the second death) and the weirdest part is that things sometimes fix themselves. It's inconsistent.

    And by the third death, the last enemy's bubbles start acting up. Things that should only apply to the newly created projectile affect the previous ones as well.

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    I'm drawing a blank, so I was wondering if there were any beginner's traps I should know about, when using "save" or "load". Or maybe someone ran into similar issues, and knows what kind of silly mistake can cause this? I like to think it's not just me forgetting that I added the "No save" behavior to the ONE thing that breaks it all, but...

    Sorry if this is rather vague, but I'm completely stumped myself.

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    Just a continuation of the previous one. I've been feeling more motivated lately, hopefully that fire won't die down any time soon!

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    I've restarted again. I really gotta stop doing that someday! ;)

    It's some kind of silly Metroidvania project.

    I've just finished working on the map system, although I have no idea what causes a whole line to be skipped on the map, as seen at the end of the video. Hopefully it's some kind of bug on Construct 3's end, otherwise I don't know where to start xD

    Edit : I found the solution. I had been an idiot and had forgotten to compensate for something. Works like a charm now. One less headache in my way x)

    Some concept art thingamajig :

    deviantart.com/vonfirflirch/art/Merrie-s-Christmas-827952100

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VonFirflirch

Member since 28 Nov, 2013

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