Alexixiv's Forum Posts

  • Basically a dictionary is a place to store information as global variables. It makes it easy to pre-program lots of content into your game in notepad form without having create an event for each entry. Here is how to set one up:

    Capx Example

    Dictionary Setup

    1. Create a dictionary object (this is a global object)

    2. Create what I call a "validate button"

    -Create text box called validate

    -Create event "On left click of object 'textbox validate' download DictionaryasJSON AND set textbox value to DictionaryasJSON

    3. Launch your game and click on the 'validate' object and download the JSON file. This will provide you with a template for adding values by hand instead of having to push them all initially.

    4. Find the JSON file and put in all your keys and values (you will need to set it to open with notepad)

    5. Save the JSON notepad text file and in construct2 right click on the "Files" folder on the project list typically on the right hand side and select "Import files" then select the JSON file you just modified. (from now on you can doubleclick the JSON file in the project to modify it and blow the other one away.

    6. Set your "on layout load" to set the dictionary to the contents of the JSON file (this is to initially populate it, these values will remain as long as the game is running as it is stored in RAM)

    7. Now you can use the Dictionary Set key and Dictionary.Get to call upon values like to set and start the name of an animation stored in it.

    Json Validator

    Here is my event view for the virtual joystick and keyboard controls

    <img src="https://lh6.googleusercontent.com/-3T5Q5b_wNSI/UV4KM6XbnPI/AAAAAAAAC4Q/61YQs3Tor4E/s956/Joystick%26Keyboard+Movement2.png" border="0">

  • I am currently working on an RPG and I am using a joystick object and directional panel. When the player drags the joystick and overlaps one of the panels it triggers the movement event. When the player lets go of the Joystick it Activates a group of events the move the joystick back to its source and then Deactivates the group. I am using a dictionary object to retain location and direction data for webstorage later.

    I can screen shot my events if you like but this flow chart might help:

    <img src="https://lh6.googleusercontent.com/-rUyaGJUF804/UV3epgRVy0I/AAAAAAAAC4A/HemHwLEjOlo/s1544/C2-KB%26JS-++Movement.png" border="0" />

  • I have been pushing everything to the dictionary so that I can use them as global variables then I just save the whole dictionary to webstorage. Is there any reason I should not do that and should use local variables instead?

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  • Merge your transform and afterTransform animation into one with the transform at the beginning. Then set the animation to loop back to the beginning of the afterTransform animation. Should do what you are wanting.

  • There are almost an infinite way to make buildings for your game, but the secret really is that there is no secret. You just gotta dive in and start creating in whichever program your most comfortable in. <img src="smileys/smiley18.gif" border="0" align="middle" />

  • I am making a game along the same lines as Pokemon and I am doing pretty much what Sishin said, I have large layouts that have grids on them. Once the player passes into a new grid I destroy certain cells and create others. I am even having the interior of buildings on the same layouts but have them hidden until a player collides with the door objects.

    Another way to do it is have a different layout for each cell similar to the way zelda for NES did it.

  • Alexixiv

    MMORPG stands for Massive Multiplayer Online Game Role Playing Game

    your game isn't massively multiplayer , is it ?

    It will be Massive Multiplayer Online in the aspect that you can battle your friends using the arsenal you have developed while playing the story, but its not an MMORPG in that you cant play the story (RPG) with other people (initially)

  • This is one of the creatures from the RPG I am working on. It is an MMO but not an MMORPG as the multiplayer will only involve querying other players and battling them.

    Will include elements of:

    -Creature Capture

    -Travel Modifications (speed & layer)

    -1 on 1 combat

    -PvP

    -Crafting

    -100% original Story, Characters, and Universe (down to the atoms)

    I cant really share more than these two images at this time.

    This is a hi-res of a very powerful Crystal/Ice creature in my game. The hi-res models are used during combat and cut scenes.

    Models and animations are all done in Blender then exported in orthographic view frame by frame and imported into C2. I am going for a semi cell shading style with some lighting highlights for polish.

    <img src="https://lh5.googleusercontent.com/-1b2maTK8ylY/UVmRsZsyNHI/AAAAAAAAC3w/otsAFGv1UQM/s745/CrysticeHi-Res.png" border="0" />

  • I agree, the tutorial sounds like the right place for you. This understanding should be derived during basic training...

  • From what I have seen there is not a way to do this in the editor...each object has to be selected with a box selection or by CTRL+Click

  • Pretty simple (I think)

    1. Create a small circle or square "selector"

    2. Set up the events:

    "On click and every tick -> set selector to mouse"

    and

    "On selector overlap with enemies set animation to..."

    Then you can reference the animation name to do damage or destroy

    not sure how your game is setup but this should be able to be modified to meet your needs.

  • Cant quite understand what your asking... and there is no capx in the dropbox file, just animation sheets. Please clarify.

  • Ok, while looking for some answers to the capx I was working on for a tile swap system I stumbled across This Thread which has plugins and capx examples on how to do this... I was able to get the system working but it was a bit complicated so I was hoping for a more simple solution to such a simple task and found that thread which has it all.

  • I am considering doing something like this, I will put together a capx tomorrow to show you, should be pretty easy to follow