evu's Forum Posts

  • 4 posts
  • As far as I know, for fading it should be:

    On condition ->

    ---> Set Fade (in or out) Time X

    ---> Start Fade

  • Hi,

    I've been researching how best to create character "stats" in a game. From what I read, a dictionary was recommended and so I tried but came across an issue where, because everything is stored as a string, it wouldn't evaluate a number correctly. And I had to set it to and from a local variable before adding/taking from the dictionary.

    It would be a semi complex stat system, where there is base stats (str, int, agi, etc) and skill stats (unarmed, gun, bow, etc) which can be manipulated (by a character adding points) along with other stats which aren't directly manipulated but do change depending on other stats (HP, evade, etc).

    There would be multiple game levels and multiple save/load slots. It would also be nice if I could use these stats externally (future thinking) via AJAX/JSON. I may also change the formulas and add/remove/change stats as I work on the game (if that bears any significance).

    Is a dictionary my best bet? (vs arrays, or something else?) If so, what would be the best way to implement this system?

    On load could I transfer all dict keys/vars to instanced variables or global or something? Instanced/Globals I find are easier to work with than dictionaries, but they're also a bit messier than dictionaries.

    I'm also thinking inventory/progress would probably be tracked in a similar way.

    If anyone has any advice, or would like to tell me how they implemented a system like this themselves, I would very much appreciate it.

    Thanks.

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  • maybe this will help?What basically i did there was make a a map window that has same resolution as the entire layout and divided its width and height by 5. Everything put in the map will for this reason be divided by 5 in this case to work accurate. The map also must have its image point set on top left to position everything correctly. The rest is shown in events...

    Hi Miu3, thanks that works well and for the capx too! big help, cheers.

  • I'm messing around, getting a feel for C2 and I'm trying to add a minimap to the ui. I've looked through various tutorials and posts but they are all for pre-built stuff. I'm using the rougelike tutorial so the map is random on each load.

    Somehow I need to duplicate each tile that's on the map and copy it to a minimap box place for place. And it gets a bit harder because I'm using a fog of war, so the minimap should take that into account too.

    I think I could work out the second bit once I've got the map duplicated.

    Here is the capx to show the kind of map: dl.dropboxusercontent.com/u/2399862/r1.capx (bare in mind stuff in there is messing around with things, it's just to show the map generation).

    Thanks for any advice!

  • 4 posts