brettmartin4's Forum Posts

  • Hey!

    I was working on menus and inventories for my game and was wondering what the best way to go about making them would be. Currently, I simply have each menu set to it's own layer (Inventory, Map, Options, etc). From there, I simply hide or show the layer depending on which one I have active. Is this the best way of using them or will having too many layers cause the game to bog down? If not, I'm not entirely sure how I would go about doing this, so I would genuinely appreciate any suggestions.

    Also, does anyone know how to use scrolling dialogue? I can't seem to figure out how to make in-game dialogue without creating a separate textbox graphic for each individual line of dialogue.

    Thanks

  • I have a layout with several text boxes and drop down menus as well as a submit button. How would I go about setting up the event sheet to send all the data from those fields to an excel spreadsheet that could be appended each time I filled out the form?

    Also, is there a way to open the contents of that file from within another layout?

  • This may sound like a total noob question, but how do you disable a group?

  • Right now, I have the dialogue boxes for my game that pop up when an NPC is tapped. The dialogue boxes are set to a separate layer that I make visible once dialogue is initiates. Also, the GUI layer is set to invisible while the dialogue window is open. The issue I'm having is that, once the dialogue window is initiated, the invisible GUI layer, although invisible, is still able to be clicked on. How do I resolve this issue? It may just be a matter of figuring out how to disable object interactions on layer, but I can't seem to figure it out.

  • Never mind. I used the bullet behavior to achieve this action.

  • Now, I changed the ES so that instead of changing the X and Y values, which make the movement look choppy, I simulated an 8-directional movement. Is there any way for me to only have it simulate a certain direction for a particular amount of time or pixels?

  • This will give me something to start with, thanks!

  • Thats essentially what I did, but it doesnt work at all.

  • Looks like I cant post links. The image is on imgur dot com slash ao6NG1C

  • So, I've been trying to figure out how to make one of my enemies randomly move either vertically or horizontally at random after stopping for 1 second at a time. I had what I believed was the proper event sheet, but it doesn't seem to be working at all; the enemy is still idle. I've attached a link to a picture of the event sheet. Could someone please tell me what I'm doing wrong?

  • So, my goal is to make enemies like the guards from Zelda: A Link to the Past, but I've been having extreme difficulty trying to get it to work. I've attached a photo of the event sheet in regards to my enemy, but these settings make the enemy walk in diagonal or curved lines. If I only want the enemy to move in straight lines, how would I go about setting that up?

  • So, for my game, I have a global GUI layer that contains a d-pad with sprites that simulate direction on "is touching". I have a separate event sheet for all of my movement, touch functionality, and global variables. On all of my layouts, I include this event sheet so that I don't have to copy and paste all of my movement events.

    When I go to test out the game, the touch controls work flawlessly. I can move around, enter buildings, and even maintain touch functionality inside a building (on a different layout). The odd thing is, once I return to the first layout, the touch functionality stops working. Does anyone have any idea what might be causing this? All of my sprites and events related to the GUI and touch functionalities are global.

  • I figured out what I was doing wrong. For some reason, the tilemaps I used on the first layout were set to global.

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  • To elaborate, both of my layouts are using two tilemaps each: one with a solid behavior for walls and such and one without collision for floors and areas where the player can walk. I have a sprite near a door on the first layout that, when the player is overlapping it, sends him to a point on the second layout. Once on the second layout, which is considerably smaller than the first, I experience the issue where the new layout appears to be on top of the previous one and all I am unable to walk on areas of the new layout where there were previously solid tiles on the old one. I hope someone can make sense of this. Could it be because I only have the free edition?

  • I'm not too sure, myself. I made my GUI layer global, and that shows up on the second layout just fine, but for some reason the platform layer is still on the second layout as well (even though I didn't make it a global layer). It's as if the new layout is superimposed over the old one. Pretty bizarre if you ask me...