lionz's Forum Posts

  • Initial feedback :

    - the game is really laggy, especially for its minimal style, what's the image memory usage on this ? that's the main issue i think when you exit back to the main room after the first tutorial room, i feel like there's a bug you are spawning something over again or there is a huge background image and it can be kind of unplayable

    - transitions are a little slow and when a cutscene bit is about to start its not too obvious as you cannot move the player for 10 seconds wondering what's happening, maybe you can dim the screen or something when you are stopping the player to show some text or show the initial text on screen a lot faster

    - i was stuck in the shop for a while, 'menu button' being M is not obvious considering you press H to enter it so it should be H again to exit

    - i would call the dodge a slide but that's just me

    - i would change the music at least once somewhere

    - parrying is difficult but maybe it's meant to be because once you do it then you instakill the enemy, i honestly felt like there should be no counter attack instakill and it should be parry and then you attack manually yourself otherwise you are literally just parrying in the game which is frustrating

    - the H kill felt weird for picking up items, i prefer 2 keys for action, maybe down key felt nicer for me

    - missing sound effects and like when you're attacking an enemy, i guess it's an early version though and they are yet to come

    nice game though, keep going ! these were just the 'negative' feedback i guess, so the rest was good haha

  • If it's 50 instances of the same object then it is mouse over object. If it is 50 different objects then you put them in a Family and say 'mouse over Family'. The text required would be set text to family.variable, so the instance variable is at the family level for text. Either way you just need one event only for everything, with 2 actions - set position of text object to sprite/family, and text object set text to object/family.var

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  • The above is one event only that is for all sprites yes. For the above you don't create or destroy anything, you have one text object that changes position based on the object you hover over. The object is picked by mouse cursor over object condition.

  • Assuming you can only show a tooltip on one sprite at a time you can have one text object and say mouse over sprite > set text object position to sprite. The text to be shown can be a string variable on the sprite then you can also say in the same event set text object text to sprite.textvariable.

  • The fix for the above is usually you create a Family with just the NPC in it, then you pick the object in question as NPC and say pick nearest Family (which is also the NPC but now a different object)

  • If you are now setting a gv instead of object iv then it's simple swap the action for this, delete the old one and add the new one

  • If I understand correctly what you're asking I think the answer is no

  • Yeah it's like this but you need to run it one time, and also set the variable to 0 right before you run it.

  • This is a common issue where different animations are trying to play at once, in this case because you are moving I guess it is trying to play walk as well was walk+shoot. To fix you need to add more conditions, such as on the walk animation you can say 'walk+shoot is not playing', or 'shoot key is not down', something where the walk animation cannot play at the same time as walk+shoot

  • Pretty much what you said, for each pile, add to a global variable pile.gold. Did you not try it ?

  • These are the only two events ? Seems ok. Maybe check the collision box on the objects. Try a different action like target destroy on click to determine if the clicking is working, if the destroy works then this means your variables are being adjusted and forced elsewhere.

  • When I said above, use an array file and load it in, this is what I meant lol, good luck !

  • Didn't quite get the response, as I understood your game the 30 names are already stored in an array and when you click on an enemy it picks a random one from the 30, so array should be good.

  • Not sure about Dictionary ? maybe ? but I would do what you described in an array yep. You can push 30 names into the array on start of layout or you could use an array file and load it in.

  • I wouldn't use a separate array. I'm not fully understanding the cooldown concept but you can try a timer behaviour on the bar object. When you use the ability you start the timer. Then 'on timer' which is when it finishes you can run the ability again or whatever happens here.