Evdog's Forum Posts

  • When selecting/deselecting the "or" block with conditions in an event block, you end up with either this:

    • On pressed Enter
    • Variable = 1
    • On Touched Object
      • Do stuff

    or this:

    • On pressed Enter Or
    • Variable = 1 Or
    • On Touched Object
      • Do stuff

    Is there any possible way to get this?:

    • On pressed Enter
    • Variable = 1 Or
    • On Touched Object
      • Do stuff
  • Okay, that's a pretty simple workaround. I can see that getting quite complex quite quick with an RPG with a lot of characters, though, keeping track of all those numbers...

    EDIT: Just remembered that variables don't have to be numbers, and that text variables is a thing that exists. Thanks for your help! ^_^

  • Is there a way to create a sprite by using the name of the sprite, like how layouts can be called by name? (I'm using Rex's CSV Plugin to make a dialogue system and, when a character is talking, I want to have a sprite of them onscreen). Effectively:

      When Text = "sprite_alice"
      • Create sprite "sprite_alice"

    Is there any way to do this currently?

  • What "On any Touch End" is to "On any Touch Start",

    What "On Nth Touch End" is to "On Nth Touch Start",

    This condition is to "On Touched Object".

    If "On Touched Object" were renamed to "On Touched Object Start", and it to have a complementing "On Touched Object End", it would really help my project.

  • Derp. Just figured out the problem as I was trying to respond to your comment. Here's what I did to fix it:

  • Here's the .capx: https://drive.google.com/open?id=0B9cfa ... W90X2NhTTg

    I have implemented a "Tolerance jump" feature that allows for a player to still jump 0.2 seconds after falling off a platform:

    However, when Double Jump is enabled, the player can only do a single tolerance jump, instead of a tolerance double-jump. Does anyone know what I'm doing wrong?

  • I've been working with this lately, after reading this article: http://www.gamasutra.com/blogs/YoannPignole/20140103/207987/Platformer_controls_how_to_avoid_limpness_and_rigidity_feelings.php. Here's what I did to make a "Tolerance jump":

    Global number Jump_Tolerance = 0

      (Invert) Platform is on floor Trigger once
      • Set Jump_Tolerance to 1
      • Wait (however many) seconds
      • Set Jump_Tolerance to 0
      Platform is on floor
      • Set Jump_Tolerance to 0
      Jump_Tolerance = 1
      • Do stuff
      • Set Jump_Tolerance to 0

    Here's a .capx: https://drive.google.com/open?id=0B9cfa ... lEwa0RJODg

    I'm actually trying to figure out how to allow for a "tolerance double jump", when double jump is enabled...

  • Oh sweet! That makes things simpler!

  • Thanks man! It works exactly as I'd hoped ^_^

    For those wanting to use this in the future, I typed: "Set text to CSV.At(CSV.NextCol(CSV.AtCol), ActiveDialogue)"

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  • Is there a way to move one cell right, relative to the last cell displayed? For example:

    Global Number ActiveDialog = 1

    On Group activated,

    • Set text to Dialog.At("FirstColumnWithDialog", ActiveDialog)

    On 'next' button clicked,

    • If Dialog.At([One to the right of the Current Column], ActiveDialog) = ""
      • Set Group deactivated
    • Else
      • Set text to Dialog.At([One to the right of the Current Column], ActiveDialog)

    I was hoping to use this to break up a single character's dialogue into smaller parts, but have them continue one after the other. Otherwise, the CSV is going to end up incredibly long and very thin.

  • I tried the "Menu Object - Pick Nearest to Marker.X, Marker.Y", and it worked like a dream. The family also got switched to a "Pick All", as I had not known about that prior, and that's one less thing to worry about.

    I also found that the marker would not return to the top position after switching menus, so I added a

    • Menu: MenuPosition=MarkerPosition
      • Set MarkerPosition to 0

    to any selection that switched between menus.

    It's all working just as I had hoped. Thank you very much, oosyrag.

    Capx for anyone who needs it: https://drive.google.com/open?id=0B9cfa ... Ed4V01vWEU

    I've added a bunch of comments to help explain what everything does, so it shouldn't be too hard to figure things out.

  • Alright, I've tinkered around with your .capx a bit: [removed as the finished .capx is now in the original post]

    I initially had a bit of trouble trying to give each menu item a unique name, but I found that if I changed the "append loopindex" action to "Set text to Array.At(loopindex,0)", I could have all the menu selection names listed in a 2-dimensional array (Y=0 for main menu, Y=1,2,3,etc. for submenus).

    I was able to create unique events and actions for each individual selection, with touch controls, by using:

    • On touched "Menu"
      • Text is "(name of selection)",
        • do stuff

    Though, I'm still having trouble getting keyboard controls to replicate what I've done with the Touch Input. I tried:

    • On "Return" pressed
      • MarkerPosition = (0,1,2,etc.),
        • do stuff

    but then they wouldn't change for submenus.

    Any ideas?

  • Thank you heaps! I've got the main menu working perfectly now, both with touch controls and keyboard.

    I haven't yet tinkered around with making submenus, but I will give it a go either later today or tomorrow. I'll let you know, once I do, whether I got it sorted (in which case I'll put up a .capx for anyone who stumbles upon this thread later on) or if I still need help.

  • EDIT: Here's the .capx: https://drive.google.com/open?id=0B9cfa ... Ed4V01vWEU

    I'm trying to figure out how to get the cursor to move up and down between selections on a title screen, according to user input. Here's a gif I put together from stills to explain it visually:

    Getting it to work with touch input was super easy. It was just:

    • Touch - On Touched NewGame
      • Go to the game
    • Touch - On Touched Quit
      • Close Browser

    etc.

    But I can't seem to figure out the events and actions to make the above gif possible. More than that, I want it to be so that, if the user were to select options or continue, and another menu were to show up, they'd be able to have as many options as is present in the options or continue menu, not just limited to four like the title screen.

    Does anyone know how to achieve this? Many thanks in advance.