WackyToaster's Recent Forum Activity

  • Pretty cool. I always have some gripes with roguelikes like the "search your surroundings" thing since you´ll just end up using it around every corner, and even then it often relies on chance (I don´t know if this is true for your game) I´d rather be able to actually see a trap, you know, the tile beeing just ever so slightly different. Maybe the difference could get more clear the better your characters skill. Then add the ability to inspect individual tiles to mark traps and such.

    Hunger mechanics are fine, but I think they always drain way too fast. It´s like the character needs a steak every 10 minutes with snacks inbetween. And once you hit 0 you basically just drop dead within minutes, except a mage, they just heal themselves (?) I´d rather have levels of starvation, like beeing satiated gives you a buff while certain degrees of starvation will give you debuffs (reduced max health, reduced mental abilities, reduced strength etc.) and yeah, maybe in the end the character dies but this should take a while, starvation is a pretty slow death.

    And one little polishing thing, I think it would be nice to see enemies move, rather than them snapping to their next position. Don´t know if this is feasible for how you did the movement.

    Sidenote: Tales of Maj Eyal is one of the few roguelikes I actually enjoy.

  • Something like this. I haven´t tested this though but it should do the trick. Don´t know if 200 pixels is enough or too much. Just make sure your layout has room to scroll.

    Maybe it´s also possible to use system > set canvas size and basically shave off 200 pixels when an ad is shown but I´m not sure.

    My image isn´t showing... EDIT: Of course now it shows, duh :V

    On banner shown > Set scroll Y to -200

    On banner hidden > Set scroll Y to 0

  • you could try system > scroll to Y

  • Yeah I tried that plug but for some reason I didn´t get it to work properly, some really odd things were happening, either bugs or fails on my part but I couldn´t figure it out. I eventually just gave up toying around with it since it´s not an urgent issue for me, it´s purely a graphical issue in my case that I can solve later.

  • I actually was looking for that just the other day. I was kinda hoping though that the tilemap had a "set tile with auto tiling brush" but... nope. So changing the tilemap at runtime can end up a bit convoluted. Also this setup requires the tilemap to be ordered in a specific way that looks quite disorderly and that makes me sad. I wonder if this can be adapted to a nicer tileset layout like the one C3 suggests.

    Either way, I added it as a suggestion

    construct3.ideas.aha.io/ideas/C3-I-1332

  • You do not have permission to view this post

  • You do not have permission to view this post

  • You do not have permission to view this post

  • Here you go

    wackytoaster.at/parachute/terrariaChest.c3p

    Note that this is just a very basic (and just quickly thrown together) example. So I recommend to improve upon it if you really wanna use it.

  • You could store it like this.

    Chest instance variable > Array.asJSON > reference to object

    So you would only ever need a single Array object for chests. When you open a chest you load chest.variable into the array object. There you can manipulate it however you want (take items out/put items in) and once the chest is closed you save the array back into the chest instance variable with array.asjson.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
    • Post link icon

    I figured out how to mimic Skyrim's saving system in the engine to a T

    Good idea, lets copy a saving system that is known to bloat the savefiles over time until they eventually get corrupted. Also you really need to chill more.

  • I agree with dop.

WackyToaster's avatar

WackyToaster

Member since 18 Feb, 2014

Twitter
WackyToaster has 26 followers

Connect with WackyToaster

Blogs