Grajo's Forum Posts

  • Welcome to Almost Hero!

    Almost Hero is a 2D mobile RPG made by a solo dev, inspired by Diablo and old-school games.

    What kind of game is this?

    "action-RPG with auto-battle combat"

    "your decisions matter more than reflexes"

    "offline"

    "no daily logins"

    "no pay-to-win"

    About project:

    The game is being developed entirely solo, with the goal of creating a mobile RPG where players can jump in at any time and develop their character, without dealing with countless pop-ups for daily quests and rewards. Currently, players can choose between three mission difficulty levels—the harder the mission, the greater the reward.

    Additionally, the game features a crafting system that significantly impacts character strength. At the moment, only one class is available, the Barbarian, but four additional classes are planned for the future. Players also have full freedom to build their characters, selecting skills and modifiers that alter how each skill functions. They can also purchase items from the in-game shop.

    In the near future, the game will see the addition of Dungeons and a significant expansion of available content.

    **Join the official Discord server** - discord.gg/8kzGcuRPnt

    itch.io - grajo69.itch.io/almost-hero

  • Okay, I found the solution to the problem. It turned out to be so simple that I'm embarrassed to admit I overlooked it :P

    When creating AFFIX, I set the name in Affix1 and the value of this affix in Affix1_Value in ARRAY, but I forgot to transfer this value to ARRAY in the place where the item had this value, so it worked when creating the item, but not when loading it, because ARRAY had information about AFFIX but did not assign it anywhere...

    Over 7 days of struggle...

  • Hey, I worked on it for a few days and managed to fix it, but only 50%...

    The change in the Update_UI function solved the problem on PC. When I play on my computer, the affixes in items are added correctly.

    But when I launch the game on my phone (I want the game to be mobile), everything breaks, and the stats don't add up to the item... I don't know what's causing this. I tried the wait option and pressed it wherever I could, but still nothing...

  • Hello, everyone.

    I have a problem with reloading the game (after turning it off). It saves all item statistics in Array, and when upgrading or loading them, it loads the data.

    To confirm, I checked in DEBUG whether the AFFIX was actually stored in the Array and in the item itself. And this work

    Array:

    And Item:

    Also item in eq:

    When I use the UPGRADE option, the affix stats are added to the item and then to the hero's stats. But if I reload the game, it looks like an item with basic stats is created and that's it...

    This is what my LOADING SYSTEM looks like:

    And my Functions:

    UPDATE_UI

    UPDATE PLAYER STATS

    Maybe someone will notice something I can't see, because I'm slowly running out of ideas :P

    Tagged:

  • Ok i solve this :)

    I add object and call this "Timer" with Timer behavior, after i one tap item, i start Timer on 0,3s, if timer is end i got item description layer, if i double tap item, i stop timer, and this item description layer dosnt show

  • Considering that the button option will sooner or later cause problems with item replacement, I decided to do it a little differently.

    This time, with a single tap, I open the layout with the item description, and with a double tap, I put on/take off/replace the item.

    But here's the problem: when I double-tap an item, I still open the item description layer.

    Is there a way to block a single tap when using a double tap?

  • I have a global variable and a record (not visible in the photo), but when I click on an item, the variable Selected_ItemUID = Item.UID

    So, should I move the entire "else" logic to the EquipeWeapon function? And when the “equipe button” is pressed, call the unEquipeWeapon and EquipeWeapon functions (ItemUID:ItemUID or set here my global var “Selected_Item.UID”)?

  • Hello everyone,

    I have a problem with trying to modify the system for putting on/taking off and swapping items.

    I have created a system that works correctly: I click on an item and it is placed in the appropriate slot, I click on another item and the items swap places, I click on a worn item and it is taken off and placed in the first available slot:

    And now I'm trying to convert it to a button, not clicking on the item.

    The button is located on a different layer, “item description.” When you click on the item, this layer appears, a window pops up with a description of the item and a button.

    I created a global variable Selecte_ItemUID (because I think that somewhere in the game the itemUID record gets lost along the way) and reworked the code. I tried many ways, but it doesn't work properly as in the first option. Is the problem that this button is on a different layer?

    Any idea, what im doing wrong?

  • I am creating an RPG game, and I already have the core game systems ready, such as combat, inventory, and itemization.

    But I don't really understand how to save the hero's progress in the game.

    The character is created as a (global) object to which variables such as health, name, damage, etc. are assigned.

    All items in the game are also created as global objects with variables similar to those of the character.

    I'm wondering how to create a game saving system. I've never dealt with this before, and I would like to create something like the list in the attached photo:

    How do I save all these objects, or the game state? Does it have to be a file saved on a local disk that can then be uploaded?

  • Hi everyone.

    I've been trying to figure out what I'm doing wrong for a few days now, and I still haven't gotten an answer :P

    I'm working on an RPG inventory, I created a DRAG & DROP system that works, but there is one big BUT.

    All slots in the inventory are the same Inv_Slot object (highlighted in red), I change the appearance of the slots that are supposed to be slots for weapons, shields, etc.

    What I was able to achieve looks like this, and it works:

    However, a problem arises when I want the right type of equipment to go into the right slot, for example, it's a weapon that is known to go into a weapon slot, when you put it into another slot it goes back into the inventory, or when you put the wrong type of weapon into a slot, the same thing happens.

    I've tried many solutions but can't figure out how to solve it. If someone would be so kind and suggest what I am doing wrong and guide me to the right way of thinking.

    Thank you

    Tagged:

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  • Hi

    I am working on an Affix system of items for the game. I have a problem with reselecting the same affix.

    For example:

    When an item is created (after killing an enemy) a roll is enabled, for example random(1,10) for Affix_1 and Affix_2.

    Now how do I prevent the roll for Affix_2 from being different from the one for Affix_1, for example, if Affix_1 drew the number 2, I would want Affix_2 to have every number in the random(1,10) range except the number 2.

  • Hello

    I Work on the equipment system in the game, on the drag and drop mechanics. What I've already managed to do is that I flip the item between the inventory slots, and when the slot is full then the item returns to its old position, now I'm working on making the item not return to the old place but swap places with the currently located item. It saves such values as the position of the raised item, its UID and the slot number from which I raised it, and I've been struggling with this for a few days now but can't find a solution. Maybe someone could help and direct me :)?

  • I dont know if i good understand u, but i create this object on my item:

  • Hello how can i stop these windows from going off screen? I mean Item stara window, they have diffrent size dependent from Item rarity.

  • Yea, you have right, now i know why thats happened....

    Thanks lionz again :)