Cody's Forum Posts

  • 12 posts
  • It's by design: they work the same as Array and Dictionary, which is that you can put them in a container with another object to have per-instance state. So just like you can put an Array in a container with a Sprite to have per-instance array data, you can put a Flowchart Controller in a container with a Sprite to have per-instance flowchart state.

    So is this the only case where it makes sense for a project to have multiple flowchart controllers at one time? Trying to navigate flowcharts with different flowchart controller objects from the the event sheet is pointless?

  • This makes it way less flexible, can't really have one flowchartController for npc dialogue (maybe you would even want to have a flowchart controller in a container of each npc, each referencing their own dialogue tree) and one for the progression system etc.

    Yes I was trying to use a controller to handle narration text while having another one handle the AI states of multiple enemies at once. In isolation they work fine but trying to have the flowcharts do their thing simultaneously is turning out to be a headache.

  • I'm getting a lot of great use out of the flowchart plugin. I've been using multiple flowchart controller objects, some with instance variables and the like. I just noticed however that when you set one flowchart controller to use a specific flowchart, you're also setting any other flowchart controllers to use that same flowchart.

    Is this how the flowchart controller plugin is supposed to work? And if so, is there any functional difference to having multiple controllers vs just 1 seeing as they can handle multiple flowcharts anyway?

  • tunepunk Is there somewhere I can see your game in action?

  • Think you have to break the building up in differend sprites like this:

    https://drive.google.com/open?id=0B1SSu ... GVwSTZub0E

    Althaugt this is not the full solution, i think this is the direction.

    Thanks, I think I'll have to do this sort of thing even though it will mean a lot more work.

  • I'm still having issues. The image below is a diagram of the problem I'm facing.

    Objects in the game are sorted based on their Y axis so that the lowest objects appear in front. The end of each white arrow shows the objects' location on the Y axis. The character on top of the block is placed furthest back on the Y axis which means he should be at the back but I want him to appear on top of the block, like he does in the image below.

    This means that some kind of sorting will have to be applied to objects on the Z axis but I can't think of anyway to do this without screwing up the order of everything else... is this is even possible?

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  • Ah this looks really useful... thank you for pointing it out!

  • Hey Guys,

    I'm making quite an ambitious isometric game and It's going great, but I can't seem to get the Z order to work right.

    I order the objects based on a Y axis that can differ from their actual Y position in the layout due to the addition of a Z axis. This means objects that should be in front or behind a land-form end up in the wrong place sometimes. Originally I had objects and terrain split across layers but that was a lot of effort.

    I've tried R0j0Hound's isometric plugin but it only works in 2:1 and only with diagonal facing blocks.

    Does anyone know how I could get this sort of thing to work? I've tried so many things but I'm not that good with the more technical side of construct 2 :/ I've already got a good system for wall and floor collisions in the actual game, it's just the Z order that's the problem.

    This is the capx where I was trying to workshop a good system for sorting out the objects' Z order:

    https://www.dropbox.com/s/iced7fypx1mw9gl/Top%20down%20Z%20ordering.capx?dl=0

  • No I haven't. All I did before this thing happened was add a few animations to one of my sprites and then save and exit.

  • Tried restoring with the backup, same error... Oh well thanks guys

  • Thanks Valerian,

    I'm still having problems though. I decompressed the project and it turns out there's no textures or animations folder? I tried creating a texture folder and adding a "SpriteFont.png" image but upon opening my project the same error message occurred, this time replacing "SpriteFont.png" for "Option1.png". I added another image to the folder named Option1 but the error message came up again saying I needed "Option2.png" and then later "9patch.png".... I'm Hoping I don't need to replace all of the textures in this way and also that I don't need to replace all of my animations too, because I had a lot -.-

    Is there anyway I can recover the two missing folders?

  • When I try to open my project a window opens which says the following:

    "Cannot find object texture file 'SpriteFont.png' in the project texture folder. Check the file has not been renamed or removed.

    Under element: c2project \ object-folder \ object-type

    Line 4519, column 9"

    Not sure quite what it means but I haven't renamed any SpriteFonts and it's preventing me from opening my project.

    Help me guys

  • 12 posts