Doc Unco's Recent Forum Activity

  • Hello !

    Some tiny changes this week that may grow significant in the future. I finished the character's statistics and their effects. I add the first character creation screen. I had lots of internal programming work in order to prepare the big "Leftovers" feature to come. I also spent many hours debugging. A lot. It is not an easy task to remain focused and motivated when you have the latest hot game waiting for you but I behave and go back to work everytime I'm about to push the button.

    New features :

    - Character Creation Screen : Your character's stats are available

    • New Stats : Constitution, Strenght, Intelligence... Numbers everywhere !
    • Bugs correction (but not the multiple-wolfs-on-one-case-bug)
    • New Enemy : Who is hidden in the cavern ?
    • New story and new background : become the elit Hunter's King !

    Try it here !

  • At the moment I'm at work, so I cannot try it very long, but the first impression is very good.

    As soon as possible I'll try it better.

    Keep on the good job

    Thank you for taking time to try it !

  • Just a little post to say that the V3 is available !

    HEROES LEFTOVERS : Road to RPG #3 - A King's Walk

    This week new features :

    - Tactical Battle : Allies and Enemies now fight on 2 grids of 9 cases.

    • Position Bonus : Characters will have their stats changed depending on their position.
    • Move : your characters can now move on the battlefield during the battle.
    • Defense : New stat used in the attack damage calculation.
    • New story : Visit the North Pole and escort your King during his walk.
    • New sprite : Thanks to Maple Story and Final Fantasy VI.
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  • IndieKiwi : Thank you.

    Valerien : Thanks for the feedback. I'm agree with you, it's a bit slow and i will try to add text to show which enemy you're going to attack. ; )

  • Hi everyone !

    My goal is to made a turn-based dungeon-crawler. I want to mix a lot of ideas from many games :

    - A 100 floors dungeon,

    • No exploration,
    • Turn based batlle system,
    • Characters builds with other characters leftovers,
    • Collection aspect,
    • Many other ideas…

    Every weeks I will try to upload a new prototype and i will consider it as a new game : new title, new story and new features.

    Current version : HEROES LEFTOVERS : Road to RPG #5 - The King's Hunters 2

    New features :

    - Visual Effects : Each attack now has a visual effect.

    • Artificial Inteligence : Ennemies will now not only attack PInguin 1.
    • Move : a small bug has been fixed.

    Feel free to comment & welcome to "Road to RPG" !

  • Thank you so much for the help and the explanation guys !

  • Hi,

    I've started to work on a turned-based combat game and I have my first problem. I want to create an Array for the initiative order of the fight.

    I want to store 2 informations : Name of the current character and his initiative value. Something like :

    [quote:3clwv9ch]12 Warrior

    11 Mage

    16 Ogre

    9 Goblin

    And i want to sort this array to have something like :

    [quote:3clwv9ch]16 Ogre

    12 Warrior

    11 Mage

    9 Goblin

    I found this tutorial : https://www.scirra.com/tutorials/614/array-based-inventory but i'm not able to reproduce it. He didn't sort the array but the player can sort it with a visual interface.

    I found this topic https://www.scirra.com/forum/viewtopic.php?t=67745&start=0 but the capx delivered by R0J0hound or Yann doesn't answered the initial question.

    There is my actual .capx : https://www.dropbox.com/s/7f0gr0wmpa97os2/Human_Vs_Squirrel_V2%20-%20Insertion%20Sorting.capx

    Thanks for the help and sorry for the bad english.

    Edit : I edit my capx with my start about my initiative problem and what i've tried to do based on this algo : http://en.wikipedia.org/wiki/Insertion_sort

  • OK i finally found how to do it. I change this :

    ->Set MouseX to mouse.X-sprite.X

    ->Set MouseY to mouse.Y-sprite.Y

    Into this :

    ->Set MouseX to sprite.X-mouse.X

    ->Set MouseY to sprite.Y-mouse.Y

    Thanks a lot !

  • Part12Studios : Thanks. The movement works but i don't understand how to not move the sprite when you click on the left button. It's come from this part but i don't find a way to skip that part.

    "MouseDown = 1

    Trigger once

    ->Set MouseX to mouse.X-sprite.X

    ->Set MouseY to mouse.Y-sprite.Y"

    I want that the sprite keep it's initial position when I left clicked.

    Vtrix : I don't want the sprite to follow the mouse, I want it to reproduce the mouse movement. I want that when i clicked on the left mouse button and, for example, i go to the left with my mouse the sprite go to the left to. But i don't want the sprite to teleport to the mouse position. I want it to keep it's initial position and reproduce the movement of the mouse. Like you said, i know how to make a sprite follow the mouse but i don't know how to make a sprite reproduce the mouse movement.

  • HI,

    I am trying to make a sprite reproduce the movement of my mouse when i have my left mouse button down. It "works" but, i don't understand why, the sprite move faster than the mouse. So this is my capx :

    https://dl.dropboxusercontent.com/u/23569593/FORUM%20C2%20-%20Panda/Panda%20Party%20Night.capx

    I'm think it's a problem with the math but i don't know where... :s

    Help ?

  • Hey,

    I'm making a game who take place in a supermarket, and i create sprite for twenty shelves for bread, milk, vegetables... I place on my layout spot for those shelves (spot are simple empty sprite object) and I want, on start of my layout, to create each of those shelves only once time at one of this spot.

    I can create random shelves at those spots but and don't know how to create every shelves only once time.

    Can sombody help me ?

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Doc Unco

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