GabeOfThrones's Forum Posts

  • This is just a minor thing, and there might be a reason why it works this way, but I'd like to request that the search result links don't open a new window. I find that I search a lot and after just a few minutes I have 10+ tabs open and I have to go back and close them. It's easy for me to right click and open in new tab if I want a new tab, but 99 times out of 100 I just want to go to the link in the same window. I can always use the back button if it's not what I was looking for. The rest of the website doesn't operate this way, so it would be consistent. Thanks for listening to my <img src="smileys/smiley19.gif" border="0" align="middle" />!

  • I am at the same point here. I want to store static data for my game, but my options seemed to be setting up an external file (XML, JSON) and loading it into variables or dictionary keys or just hardcoding it. I decided to go with the latter, and I just use event sheets per level to set everything up. It's pretty much the same amount of overhead, but everything is in-app, so my workflow is a little tighter. The downside is that it's less elegant to edit than a text file. It is easier to read dialog flow though, since I can see the text in the event, rather than just some key ID being set.

    The ultimate would be to allow you to set dictionary keys before run-time.

    I'd love to hear of any successful cases of an elegant C2 dialog system. I couldn't find any in my searches...

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  • I'm sure games (entertainment) are far different than regular software, but here's some interesting data presented by Jesse Schell at DICE:

    youtube.com/watch

    I agree that I probably wouldn't have tried C2 without a free version. Unless there was a trailer that blew my mind.

  • Will do. Thanks!

    Regarding the missing sprites on import... do they need to be nested in a particular folder?

  • Ashley thanks for the response! Yeah, I'm using the current beta to try this. I did fresh downloads of everything yesterday. It seemed like everything imported correctly but the sprites themselves. And when I ran the game I got an error. I'm sure I'm missing some easy step.

    It seems like animation in C2 is a whole different beast when working with the scmls. Is there documentation on which properties/conditions/actions/etc are available? I see that it's very early in the process, but I'd like to tool around with the stuff you guys have working. ;)

  • If you want 5 to spawn for each floor you could write a simple "for" loop that spawns and positions the first one above the floor in a particular spot and increments the X by your desired amount for the subsequent coins. If you want the position of the whole 5 coin chunk to move around some, you could figure out a range for the starting position and randomize the X and Y for that. You could also randomize the number of coins in a row just by limiting the for loop.

    Simple example:

    <img src="http://www.gabemiller.com/images/coinhelp.jpg" border="0" />

  • I could be wrong, but those coins don't look random. If it's an endless runner, it may be grabbing random floor chunks, but those coins looked precisely placed for a better platforming experience. They probably had something scripted to grab a specific coin layout for a specific length of floor.

    That's not the example you requested, but if this game is what you're looking for, it's probably more crafted than it appears.

  • Murad96 Your origin points on your walk are all over the place, that's why he's warping around. Open your animation, edit the origin (recommend hitting 2 on your number pad to center it at the bottom) then right click on the origin point in the window and "apply to all animations". He'll stop warping around then, but you'll need to set your events up differently to have it work smoothly. Lot's of tutorials to help you with that...

  • I just installed the plugin and dragged the demon in. I got an error and it created an empty object with no sprites attached to it. Is there any documentation about how to properly use this plugin? I searched around on BrashMonkey and C2 forums and came up short.

    I've been using Spriter to export sprite PNGs, but those mofos tear like crazy and obviously take up extreme space. I would love to take advantage of this... has anyone successfully imported a boned character?

    What are the limitations? Can you do any blending?

  • I don't have anything super helpful here since it's a personal decision, I only ask that you please, for the love of god, stay away from the words "Monkey" and "Pixel". I can't take it any more! There's probably even a Monkey Pixel out there... (googling...) Yup. There's a game called Monkey Pixels and a company called Pixel Monkeys. Please help put a stop to this! </mostly joking></not really>

  • I'm pretty sure some Android devices, some iOS devices and WebGL have issues with images bigger than 2048. I've seen a 4096 sprite sheet work on newer iOS devices, but I think older devices have limitations. I don't know enough about Construct yet to know what it can output, but it might be worth the trouble to break your big images up into smaller ones to save yourself the trouble later if you decide to port it to other platforms.

  • OK, got it working. I'm indebted to you on two problems now, Ramones! I have to say that the community on these forums is super helpful and fast to react! They should have a badge for "props for helping" that users could give to their benefactors. <img src="smileys/smiley1.gif" border="0" align="middle" />

    I got it working this time because I had an instance variable called "playerChatter" and just used Levels.playerChatter instead of Levels.Get("playerChatter").

    The thing I was missing was that I mistook instance variables for keys in the case of a dictionary for some reason. Dictionaries seemed like a good solution to store static data like an in-engine version of a JSON file. Now that I'm looking at it, it seems that you can only set keys using in-game actions, so I can't set them up offline. And they must be in memory the whole time? Is that right? If that's the case, maybe I'd be better off using JSON or XML and loading them as I need them. Instance variables are easier, but it's a lame way to store dialog, and a waste of memory.

  • Thanks, Ramones! That makes sense. Although it seems like accessing the name would be basically the same thing (grumble).

    For some reason, I can't seem to find the expression to make that work though. I see how to check the key on the family, but not "some generic object". After reading the Families section, this seems like it should work... but it doesn't.

    <img src="http://www.gabemiller.com/images/c2function.jpg" border="0" />

    Sorry this thread won't die. I think it's just down to syntax at this point though.

  • Thanks, newt. I get what you're saying about minification and the need to cut out the name... I'm not sure I understand your variable example though. Here's exactly what I'm trying to do for more clarity:

    <img src="http://www.gabemiller.com/images/chart.jpg" border="0" />

    I know the Family, I need to get the Dictionary Object so I can set the dialog to the instance variable value. I have been trying to store the Dictionary name to the global variable, which isn't working...obviously. I'd store its UID if I knew what it was...

    How are you suggesting I use a variable to solve this? Am I missing a key ingredient? Thanks again for your help!

  • Thanks for the reply, vee41!

    What is levelNumber in your example? It seems like that would still have to be a label of some sort. That's what I'm getting stuck on. If it's the IID, I have no idea what that is since it's created at run time.