PixelRebirth's Recent Forum Activity

  • So would it be possible to make an invisible circle around your character that erases parts of the trees it comes into contact with? Giving the effect of seeing into the section of woodland your character is standing in, without just erasing all the trees completely?

    Hard to explain so here's a visual example I've mocked-up:

    Default tree: http://i216.photobucket.com/albums/cc21 ... riment.jpg

    Tree with erasing effect: http://i216.photobucket.com/albums/cc21 ... iment2.jpg

    There is an actual ERASE effect, which you could try to use to achieve something likes this. Just slap it on a circular sprite and activate it if the according conditions are met. Well, and I believe you should activate the FORCE OWN TEXTURE attribute of that layer. Don't shoot me if that's wrong though...

    Other than that, there's also the OUTLINE effect. Which was pretty common to use that way in older games. It's maybe not what you would want.

    That's a pretty tree btw.

  • I don't believe there are any examples of a specifically JRPG kind of inventory.

    However, there is David's example which I have never actually looked into. So I cannot say if it's close to the style you're aiming for or not.

    http://www.scirra.com/forum/viewtopic.php?f=16&t=2772

    Then there's scidave's tutorial Mikey's Adventure, which i believe does feature a list kind of inventory.

    http://www.scirra.com/forum/viewtopic.php?f=8&t=4421

    There's also a simple example I made for a western-style RPG inventory:

    http://www.scirra.com/forum/viewtopic.php?f=3&t=4949#p39226

    Looking through these examples might help you to find an own approach. I'd say such a thing would definitely involve an array, to create the columns and the rows of the item list and a hash table which has the items stored with their quantity as the key value. So much for the very rough theory.

    If you need further help keep asking.

  • Animation problems are quite common. Unfortunately it's also common to post about a vague problem without even providing a cap file demonstrating it. I would have to guess, since I can't see the events you're using to control your animations.

    So please provide a cap. I'm positive it'll be a pretty simple problem. But I'd rather not guess...

  • INI:

    I can not seem to get my INI form my Rules page to the Game layout. My Best Time and Best Player Variables are reset to zero when I hit the Start Game button

    One problem is that the INI object doesn't exist in your Game layout. Therefore the according events would do nothing. Making your INI object global should fix that issue.

    Debug Error:

    The game seems to work great, but when I hit the Start Game button (in Debug) I get errors but the game still runs fine. Why the errors?

    A couple of the errors are because of what I stated above. The other errors come up because there are no Card objects from the beginning, yet there are events that feature them. This is a quirk of the debugger and doesn't point to an actual error in the game. It can be annoying, but you can simply ignore it.

    Guyon wrote:High Score baord:

    I can make a simple high score with the INI but do not have the time since I am at the hospital alot to make a full featured high score with the top 5 lowest times. Does anyone want to pitch for that part? I am sure the boy will love it as it is but I thought that would add an extra element

    I have a top5 score that stores in an ini file in the windows user profile folder. It's in my Dark Asteroids game. I could copy those events and paste as text here, then it should be easy to add them to your game. Does that work for you?

    Madster's offer sounds good. If it doesn't work out for some reason I'd gladly help you to create a highscore table.

    History:

    My daughter has been sick in the hospital for a year now, and we met a nice family that as a has a child that is mildly Autistic. Since he likes spider-man I thought I could punch out a quck game for him.

    Enter PixelRebirth with his memory demo game. WOW this was just what we needed Pixel!

    Sorry to hear about your daugther. I wish you all the best and hope for a quick recovery!

    And good to know somebody is making noble use of my memory example.

  • Is there an event which can be used to trigger an action if 2 sprites/objects are within a certain distance of each other?

    quote]

    The condition "is overlapping at offset" dose that.

    I do believe pointing to the distance expression is more appropriate here.

    distance(obj1.X,obj1.Y,obj2.X,obj2.Y)

    will return the distance between obj1 and obj2.

  • The day deadeye came back. I shall remember it fondly from now on.

    I hope you eliminated the gamedev risk of owning a cat...

  • Thanks. I'm at work now so i can't check, is there a simple Delay X ticks action I can just put in after the Create Objects by name action that would take care of it?

    The function object has an action to call a function after a delay. Read more about it on the wiki.

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  • So I'm using Create OBject By name to create an object in the Items family. However, doing a For Each Items, Set XY does not affect these newly created objects. Any ideas on how to get around that?

    Well, unfortunately you cannot simply do that (anymore, since it used to work but was removed due to being part of an actual bug). So no, you can't pick an object created by name in the very same tick with events afaik.

    You can still pick the newly created object by family if you call a function with a minimal delay that manipulates it. It may be necessary to use a PV too, to avoid picking already manipulated members of that family.

  • What CrudeMik said.

    Also what's inside this thread: http://www.scirra.com/forum/viewtopic.php?f=2&t=2254&start=0

    Some of the stuff deadeye said there seems like good advice for you DravenX. And yes there's also a Tetris cap in that thread. If you used Google... but I'm asking too much again, right?!

    The kind of attitude you keep showing doesn't really inspire the community to jump at any opportunity to help you out, you know.

  • Using OR will eventually cause problems that make your game crash. It is considered unstable and should be avoided imo. I only use OR very rarely and only in simple events without branching. And even then only for quickly testing stuff.

    So instead of using OR you could just check if sCamera-isMoving + rLight-isMoving is greater than 0.

    Oh, but don't be afraid to use the ELSE condition. That one is safe and very useful.

  • Look who's still around. Dude you have a PM sitting in your mailbox for several months now...

    I'm trying to make a health bar and a mana bar for my game. The bar is 100 pixels wide at max, but the player health can be from 10 to 500 health depending on their level. As long as Playerhealth is the same as Maxplayerhealth, the bar should be full (100 pixels). What is the easiest way for me to do this?

    Well, what you're requesting has been discussed a few times. Here's a basic example:

    http://dl.dropbox.com/u/2306601/health500.cap

    You can change your maximum health with the global variable MaxHealth. You'll see it'll always work properly with the size of the health bar. And all it needs is some very simple math.

    Here's also an older and slightly different example I made for a similar thread: http://dl.dropbox.com/u/2306601/healthhelp_002.cap

    Just to really bring the point across I guess.

  • Event order does matter. So does the order of your actions. And in event 2 you're changing global 'n' before you calculate 'm', therefore the result appears to be off. Just put the actions in correct order and you're good to go.

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PixelRebirth

Member since 26 Mar, 2008

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