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Messages - poehyrulian

Pages: 1 2 3 ... 6
1
Ask a Question / Re: copyright question
« on: February 03, 2017, 10:04:10 pm »
I see. Well that sir...... Is a bummer haha... Then ill just keep this one unplublished and play for my own entertainment XD

2
Ask a Question / copyright question
« on: February 03, 2017, 07:44:10 pm »
Hey guys. Does anyone know if its illegal to use ripped sprites from a game and also have a donation option? Is that copyright infringement? Cause i wouldnt be try to sell the game, just allow players to donate funds if they see fit.

3
Ask a Question / imported font.
« on: December 19, 2016, 01:05:13 am »
So i cant seem to find a way to make the backround if imported fonts invisible. Anyone know how?

4
Ask a Question / Re: Trouble figuring out a custom block setup
« on: December 14, 2016, 11:12:36 pm »
Thank you very much liberado for the link. itll be a huge help in the future. i decided to jusy figure out the position i wanted the button to spawn at and the created an x and y att to work off of which is turning out nicely but in the future will use this to start of with haha.

5
Ask a Question / Re: Trouble figuring out a custom block setup
« on: December 13, 2016, 12:38:14 am »
So far i havent figured out how to properly implement it. Its calls for a specific actor not a type. The width of tye actor im trying to get diesnt exist within the scene until after the menu is opened otherwise i wouldnt have an issue. Its for a menu behavior im creating. Id set it to an attribute after i create it but for some reason im getting an error when i try that

6
Ask a Question / Trouble figuring out a custom block setup(SOLVED)
« on: December 12, 2016, 12:01:48 pm »
Im having trouble figuring out how to create a custom block that get the width of an actor type. any help would be appreciated. the trouble is that i dont how to find the width of the actortype to tell the block what it is.

7
Journals / Re: A King's Life
« on: December 11, 2016, 05:55:36 pm »
Thanks for the advice ceosol. through play i may decide to change the amount of stats but my reasons for them so far seems to be on point. like crush atk is mainly for building destruction, pierce is to break through armor with arrows and lances and stuck and hack is for swords and axes. hack and pierce are basically useless against buildings. but i totally see your point and am already brainstorming a reduction plan. just not sure how it should be done.

8
Journals / Re: A King's Life
« on: December 10, 2016, 04:17:03 pm »
Here the recruit section of the forts menu. The player can recruit four types of basic unit that will make up the common units seen in the games. these units will have their very own upgrade tabs and from there things become a little more advanced. such as transforming the archer into an assassin that gains alot more pierce damage as well as poisoned arrows. or turning the trader into a spy that can reveal enemy caravan locations so that you can set up an ambush and steal the enemies resources which will surely hurt their economy... all resources in the game will be stored in a forts treasury and traders will assemble caravans to transport resources to other locations. This will be highly important because everything in the game has an upkeep cost of food and gold and some buildings like a gaurd tower that holds thirty archers will need to be supplied with food so that the archers dont starve. Oh and the crush attacks will be available through catapults which although are units will need to be recruited in the buildings section of the menu. the reason being that they are built rather than recruited haha and because they will need two units to operate it. Crush attacks will also be made available through uprading your archer into a bombardier who fires exploding shots or by upgrading a knight by giving it a warhammer.

9
Journals / Re: A King's Life
« on: December 10, 2016, 04:07:50 pm »
This is the menu screen for A Kings life. it has taken me a few days to figure out the mechanics behind it and im sure the code is sloppy according to people more advanced than i but its coming along so im happy haha. the design of the menu has proven to be a tedious effort but now that i have a general idea of what to do the progression has smoothed out alot.

10
Journals / Re: Programming Game
« on: December 10, 2016, 03:40:56 pm »
This is a great concept i really dig it. Teaching people programming through a game is awesome i think many people will enjoy the concept. i myself would love to play it as a novice programmer. I look forward to seeing the progress you make

11
Ask a Question / Re: screen shots?
« on: December 10, 2016, 02:39:42 pm »
Hell yeah. Once again thank you Doma. Ill send you the next scene for the mage quest tonight. It has a day and night sequence so i decided to just split it into two different ones. The ambush of tye werewolf goes horribly wrong. First it evades tye trap and one of the warriors confronts it. While its destracted one of the hunters takes a shot but the beast dodges it and the arrow ends up hitting the warrior who distracted it right in the throat. Then all hell breaks loose haha. Im still editing it trying to make it as gut wrenching as i can haha

12
Ask a Question / screen shots?(SOLVED)
« on: December 10, 2016, 12:32:32 pm »
Id like to take a couple screenshots of my gameplay to add to my journal and am unsure how. Help is appreciated

13
Ask a Question / Re: buying units from town center?
« on: December 07, 2016, 01:18:57 pm »
Thank you domogoj that solved the problem flawlessly. i feel dumb for not trying that haha. i use that boolean for attacking to keep the damage from going further than the set parameter and just assumed that it would be nescessary for purchases as well. and i would use an animation state but at this time i just have it highlighted.

14
Ask a Question / buying units from town center?
« on: December 06, 2016, 12:21:17 pm »
Ok im on a few projects now and on one of them im having an issue buying units in my kingdom game. I have it set to where when i click buy it checks my current resources and if i have enough it takes the cost away and adds one unit of the selected type. Tye problem is that when i click the buy button it purchases the max amount of units possible instead of just one. Code reads
When buy is clicked on
If (gold cost <=gold and food cost <=food and buy = false
Set buy to true
Set villagers to villagers + 1
Do after .01 seconds
Set buy to false.

Wish i could post tye blovks but im not home right now

15
Ask a Question / Re: Another issue with the 90% warning.
« on: December 06, 2016, 11:25:24 am »
Ok the problem is finally solved. For some reason the shortcut and the original file had differeny memory settings. So i corrected that and now my first game is underway. Thank you guys for your help.

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