Fradno's Recent Forum Activity

  • Oh good, the reason theres so many actions and events already is because I gotta do stuff like make the character stay in place or slow down when attacking, have animations not override each other, and some of the enemies stuff like getting the text to read it's HP and following it around.{I'm out of events to edit, so I won't be able to tinker with getting the HP to read that individual dragons HP instead of lowering the HP of all dragons in the level simultaneously. Some of the art is work in progress, like the title screen, {The four displayed are the playable characters you can choose from in the game. Each representing a different style of play. So far two are implemented, the other two would be on the next screen by scrolling right or left in the selection.}

    NYT{Name pending, but making the logo was fun. The game name will probably be RYT.}From the big list of characters you see, those 4 were picked from. It would take a lot of manpower and hours to make all of them in a relatively short amount of time. Right now, it's just me making all the art.

    Who would you have picked if it was only 5?{I'm adding a secret character later.}The sprites themeselves are twice as big as in the game, but I resized them to fit a 480x320 enviroment. By keeping it at those dimensions, do I ensure a smoother running game? Will doubling the pixel size of everything and making the resolution greater result in lag and a game unfit for html gaming?

    The still title art was suppose to be the selection screen split four ways, with the character icon changing when you selected them, like in the sketch, but I ended up using the half screen icons like you see in the game now.

    Edit: If you press the left arrow on the screen, you will see the energy bar deplete, which will replenish itself when you let go. I was testing out the energy system, and the HP system is already working as well, which is hogging up a lot of events that led to me reaching the 100 event limit too quickly. The girl has no attack, only the Knight does, by pressing the red button. He will do about 4 damage total per slash, which is the result of his attack*technique/enemy defense!! Thanks again for helping me implement it! I just started using this game engine like a week ago after hearing about it a while back and dowloading, but not trying it out until now.

    EDIT2: My links were removed. 0 _0 Well if you are still interested it's Franco (dot) netnau (dot) net, thats where you can play the game. For the big image, right click and select new tab or window and zoom in.

  • Does the number of events affect how fast the game runs in html? I'll be posting the playable portion of the game soon or at least a video.

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  • When I finally got to the attack last night, I was outstanded that the formula worked. Seeing the Users Attack multiplied by the techniques intensity, divided by the enemies defense, and turned into HP damage, it was sweet. : D Then the most miraculously thing happened, the next event I put it, to eliminate the HP indicator along with the enemy, I got the announcement "You've reached 100 events, buy the program". It was quite funny. = 3 Anyway, is it bad that I'm already at 100 events?

  • How do I make it select UID? It only gives me the option of selecting the enemy itself, instead of all enemies in general, which I heard the family feature does.

    Right now I'm trying to figure out what expressions are possible, like how all the variables of an object display when you pick an instance variable action. I'm to make that equation in a response post from above as I write this. {I was still trying to implement the character select screen at the time I posted the OP for when I got there.}

  • Almost forgot to mention, will I need more than the free version to do some of these things? I heard families group objects into a single group for easier referencing and what not.

    When I'm trying to set up the collision of the attack, it only allows me to choose 1 object. Which means I would have to copy and pasted a "Slash" Attack for every enemy in the game, even if a universal function is called to calculate the damage, I was hoping to make the attack overlapping have universal targetting so I wouldn't have to recopy and paste for everything. Anyway, thanks in advance for the info.

  • Thanks, Aphrodite!

  • Thanks, Robsta, another thing I wanted to know is if put this damage function in every event sheet of every level, or if there is a way to make a global event sheet? I notice that a level can only refer to a single event sheet, but maybe my limited knowledge is causing me to focus to much on that property in the menu.

  • Yes! This is what I was looking for, thanks. So Functions and Arrays is what I should be trying to use? So for the attacks properties, they should be assigned to an array while the player/enemy stats can remain as instance variables, or would ATT and DEF be in arrays while HP as a variable?

    Thanks, Robsta. Your post was very informative.

  • Hi, how would I go about making a system where a damage calculation is played based on the users attack variable, the attack's own damage value as a modifier of the users attack variable, and the targets defense, all calculated universally by calling the calc when ever damage is done.

    So that the only thing every hero or enemy object needs is an HP, ATT, and DEF variable in their instances?

    This is for a sidescroller by the way, so theres collision detection.

    Say for example, player uses fireball(Technique) on an enemy and it overlaps on them, then the damage calculation should be called: Players Attack*Techniques Power / Enemy Defense = Damage total, which is substract from the HP variable of the enemy.

    I don't want to go and use a simple system where I just type "-5" for the damage of a fireball on an enemy, independent of the user of the fireball. I want the fireballs damage to be based on the user, while the fireball itself has an attack value, it is a multiplier of the users own attack power, instead of being independent damage. Like say, Fireball's value is always 1.25, so if the player's attack is 100, then the total damage is 125, if the players attack is 8, then the total damage is 10. Then the enemies defense comes into play, dividing the damage by the defense value.

    How would I go about implementing this? What method is the most efficient?

    To reiterate: Player and enemies have HP, ATT, and DEF as stats. Attack techniques have POWER as a stat{damage modifier}. And theres a calculation that is called everytime damage occurs to a target, based on these values and subtracting the results from the self HP attribute of target.

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Fradno

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