Quellquun's Recent Forum Activity

  • Hi everyone,

    after months of work I finally finished my first complete game and published it for free on Steam!

    Subscribe to Construct videos now

    Hunt for Junk is a retro Platformer that follows the graphical limitations of the classic Gameboy (e.g. 4 colors and a 160x144px resolution). You journey the world in your unending pursuit of delicious Junkfood while avoiding traps, collecting coins and fighting bad guys.

    Its a pretty simple platformer but I think the overall polish and scope of the game turned out very well.

    >>>>>Steam Link<<<<<

    I would be super happy if you tried my game and maybe even left a like or review!

    Please also check out my twitter: @thebossforge

  • Hi, I dont have a specific problem. Instead, I was noticing that I had to use a bunch of workarounds recently dealing with the mouse object and Im suspecting that Im following some bad programming practices. Hopefully someone can help me improve.

    Im working on a tower defence game, specifically on the UI for building and upgrading towers. My problem is that Im running a lot into situations where the order of events matters or events are running at the same time, sabotaging each other. For example:

    Event 1: Triggers on mouse click, opens a menu and should only trigger when the game does not display a menu (e.g. some variable "menu"=false)

    Event 2: Also triggers on mouse click, does something in the menu and should only trigger when the menu is open

    So, in this case, if the menu is closed and the player clicks: Event 1 opens the menu and sets the Menu variable to true, but then the conditions for Event 2 are immediately fulfilled and Event 2 is triggered at the same time / by the same click.

    I know a bunch of ways to avoid this problem like "wait for previous actions to complete", having a timer, a wait, using a intermediate state for the menu variable and probably some more. But what is the general best practice for this? My solutions always seem kind of clunky to me.

    Thank you very much in advance!

  • The problem is that I cant pick the object I just created to change its variables.

    There is one thing I should clarify: I dont want to hardcode each individual object/card. The game is intended to have at least 100 cards. Thats why I tried to create by name. My approach was to create by name: "C"&CardID. But then I cant seem to pick the object I just created.

  • Hi,

    My project is a cardgame, think of Hearthstone, Yugioh, Magic etc.

    Almost all of the logic happens on the backend in different arrays. The visual parts on the screen like the gameboard, the deck of cards and the players hands (cards in hand) are intended to exist only for visualisation and Player input.

    Now, Im struggling with displaying and updating the cards in the hand of the player.

    Originally all the handcards were inside a single object as different animation frames. It worked roughly like this: When the player draws a card, I would just spawn a new Handcard object and set the animation frame to the corresponding ID of the Playerhand Array. And this worked fine for me.

    However, to reduce image memory use I would like to change my approach and instead of having all cards as frames of one single object I wanted to put them in a family, so I just have to load the cards that are actually in use at the moment.

    My problem is, I cant figure out how to properly pick or create my objects using the family, to edit their variables (like their position on the screen or to which handslot they belong etc.).

    The family is called "Handcard" and the different cards are objects named after an arbitrary ID I gave them like C001 or C017.

    If I use the create object action to create a "Handcard" (the family), I cant control which card is created it seems to be random. At least I couldnt figure out how to specify which objetc from the family should be created.

    And then I tried to create the object by name but then I cant pick the object (at least I dont know how). "Pick last created Handcard" doesnt seem to work, I guess because I didnt create the object specificly as a "Handcard".

    The last Idea I had was to go through them one by one bye IID but Families dont have a overarching IID, instead the objects have unique IID's so this didnt work either.

    I hope I managed to describe my Issu clearly, if something isnt clear please ask.

    Thanks for reading and I really hope someone can help me. Thank you in advance!

  • Thanks bbenny93!

    There is a new update, which brings one new level and two new mechanics: Spikes + moving platforms!

    I also added WASD Movement and jumping on Space

    I dropped the Idea of 30 coins per level though, there will be an other kind of collectable in a future update to replace this mechanic. This renders Coins kind of useless atm^^ but i have some plans to tie them to a highscore mechanic

    Anyway if you find bugs on the new level (or old ones) please let me know!

    Thanks for reading and have fun

  • Thanks guys! I will add more levels this weekend, so look forward to that

    Btw, i have a question for future testers: do you think the second level is too hard? it's kind of difficult for me to decide since i tested it so much while building ^^

  • Hi everybody!

    I recently made a small mockup following the GBjam restrictions e.g. 160x144 resolution and max 4 colors, i had so much fun with it, that i actually turned it into a little prototype.

    There are 2 Levels so far, you can try it out in the arcade: https://www.scirra.com/arcade/other-games/retro-dude-vs-evil-meanie-12904

    Since I enjoyed working on the prototype so much, i'm planing to finish every level on the map and then have an actual release.

    If you played it, please let me know what you think! Plus, in case you have some ideas for powerups or enemies pls let me know. I'm trying to get away from the standard mario-like stuff but its not that easy, so you could really help me out there

    Anyway thanks for reading and have fun!

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  • Ahh, now i understand some problems i had earlier.

    It's really nice of you to help me so much thanks again *thumbs up*

  • It works now! Thank you so much for your effort!

    I didnt know the pick by evaluation condition and thanks to you learned something new

    It only works if "lastUID" is global though, i was really confused because i had it as a local variable at first, would you mind explaining me why? thats minor though

    anyway thanks again

  • Thank you very much randomly

    it doesnt work though^^

    here is what i did following your instructions:

    to be honest, i dont rely get how this would help me since its only calling the function on overlapping with grass, while i like to play the animation upon not overlapping anymore.

    I made a little picture to show you exactly how i want it to turn out:

    Basically what im trying is, to play the animation only on the one grass object the player was previously standing in, after leaving this object.

    I guess the problem is that i cant figure out how to properly check if the player is overlapping a specific (UID) grass object instead of any.

    I dont feel comfortable sending the whole project as a capx, but if this wasnt enough i might recreate the problem in a new file.

    Thank you in advance again!

  • Hi,

    I guess this is pretty easy to solve, i cant figure it out though:

    Its a bout a top-down rpg. There are grass objects i wish to animated upon the player leaving the object (player and grass not overlapping anymore), i.g. a little wavy animation.

    It doesnt work though if the player leaves one grass object and directly moves into another grass. I tried picking the specific UID and only checking the overlap for this one but it didnt work.

    Screenshot:

    i hope someone can explain my mistake, thanks in advance!

  • wow now i feel like such an idiot for actually checking the link >.<

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Quellquun

Member since 22 May, 2014

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