Basilboy's Forum Posts

  • I've been trying as you said, but when I do it I'm only able to subtract things from the first slot and nothing else.

  • Hello, about a year ago, EncryptedCow linked me a very nice text inventory example capx. I have modified it so that when function "add_item" is called, it adds the current value of this global variable "itemID_to_add" to an inventory slot.

    Right now as it is, to take away an item, the text object displaying said item must be right clicked. However, i'd like to change it so that when a "subtract_item" function is called, then the value of the global variable "itemID_to_subtract" is taken away from an inventory slot that contains said item.

    Could someone help me find out how to do what I need? At it's current state, I can only take away items when I right click the text. But I need it so that I can subtract it at any time, like when purchasing something it takes away some coins or a door takes away a key, you know?

    Here is the capx https://dl.dropboxusercontent.com/u/30826419/modified%20text%20inventory.capx

    I've made it so that when you press A, "add_item" is called. When you click on a color, the value of its "itemID" instance variable is copied to the value of "add_item", and there is text on the bottom right that will tell you what items are to be added and subtracted, in case you're not in debug mode. Thanks!

  • Hello, I am having the most difficult time ever trying to create something that seems like a very simple idea. Just a basic menu system similar to old rpg's, a blue box with white text and a pointer that can move to the desired choice and when a key is pressed the choice the arrow was next to will function, usually the function is that another blue box pops up above the previous one with more choices.

    I've tried to tackle this my self but it's insanely frustrating getting it to work without creating too many new objects, instead of using several different instances of only the objects seen in a menu like this: arrow, text, and the blue box.

    This has been my approach: When the pointer moves, so does this sprite object next to it called "pointer selection", which is invisible, but when the pointer selection is overlapping a text object and z is pressed, it will call the function number that is the instance variable of the same text object. Therefore every choice/text object contain varied values in their "function_id" instance variable so that different functions are called. And that's basically it, really nothing to it. It should make sense, right? But no of course not.

    The issue i'm running into right now is that after the first function gets called, and the second box comes up, trying to bring up another choice beyond that simply doesn't work. I have no clue why it doesn't, it just don't. And it's not like construct 2 will tell me or anything, that would make too much sense.

    So, are there any ideas out there that do exactly as I'm trying to accomplish? I see no tutorials that have this kind of thing. Thanks.

  • Hello, I'm about to start a top down tile based rpg from scratch (except graphics and sound), and I'm about to start actually designing the world itself. However i'm not sure what would be the best approach upon doing so. I'm working with a 192 x 192 screen, and the tiles are generally 16 x 16. Of course you can transition screen to screen zelda style so the world would be bigger than just 192 x 192.

    Is it best to use pre designed images as backgrounds and then place all the interactive stuff as objects in construct? Or to lay down each tile in Construct 2 itself? If they were backgrounds, then some areas of the world would probably end up at some pretty high resolutions. If they were tiles, I feel like that would take a lot of cpu power or whatever (not really a tech savvy guy).

    Probably a better question would be how game designers actually do it. Please let me know what is the preferred method! Thanks

  • No, the hue effect makes my object disappear. HSL changes each color of an object to a completely different one which is not what I'm looking for. Like I said I want to know which effect can act similar to the GIMP colorize effect where it changes every color into one type.

  • Hello, is there an effect that changes all of an object's colors to one Hue? Like an effect that's exactly like the Colorize option in GIMP?

    I'm thinking of a day to night system and at a certain point in time I want the colors of all objects to change to a color that's appropriate for the time of day.

  • replacing it that way would require replacing one frame at a time thooo

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  • What would be the best way to replace all the frames of an animation? Because the only way I see is cloning it in construct then exiting it, and in the project folder replace the frames in the clone. Except that requires a lot of renaming so that the name matches the number for it to be read in construct.

  • Cloning and replacing images does sound a LOT more better of an idea... I haven't done it before, does it still maintain the individual frames' speeds?

    Also, could you go a little further on how the token expression works?

  • Bunp

  • Bump

  • Well, it's actually probably more complicated of an idea than the title suggests.

    So here's the SCOOP. (you like that? See I had ice cream today it was good) I have a several animations of a character where each one is exactly the same, only with minor things added. For example, a run animation with a helmet on, a run animation with no helmet on, a run animation with hair, a run animation with a weapon equipped, etc. Each are a separate object that go into the Character family. But they all must have the same frame speeds, because besides the equipment, they look exactly the same.

    I have simply far too many animations for each variation for me to want to go and input every individual frame's speed. I want to find out a method of doing this once and every animation has the same specific frame speeds. Note, the frameRATE is not what i'm trying to do. I was thinking doing this by instance variables but this is where I get stuck on my idea, which is this:

    To have an object called "FrameSpeedz", and create an instance variable for each animation. So for "run", an instance variable titled "run" and have its value as text, describing the speed of each frame. If run had 5 frames let's say, then i'd want the text to show the frame speeds for each frame separated by a comma. I'll demonstrate my thoughts

    Here's the speeds of the run animation.

    Frame 1 = Speed of 3

    Frame 2 = Speed of 2

    Frame 3 = Speed of 5

    Frame 4 = Speed of 4

    Frame 5 = Speed of 9

    And so I'd want to input the instance variable's value like this "3, 2, 5, 4, 9".

    But that's where I get stuck because I don't know how to create an event that would make this work...but you see my idea? An event the Character family would utilize and thus all sprites in that family have the same frame speeds. Thanks for reading this far, could you please suggest some ideas? I'd prefer explaining and not just post a demo capx because sometimes I am away from my computer and on my phone. Thanks!

  • Herro.

    If the black in this image was transparent, would it be possible for construct to make the white parts collision?

    Because if construct can do that, make all the white parts of this solid, that would save a ton of work. I want the white to act as solid walls / boundaries in a map that a player can walk around, you know?

  • Thanks guys!! I figured it out

  • would it be like this? Not sure how it works but