General J's Forum Posts

  • Hello, I think this is an easy fix, or just my understanding of Savegame data is just wrong.

    I'm testing the Save Game functionality at various points in my game and I just want to make sure that by the end of development the Save file is completely empty on the project. Just to make sure that the game doesn't begin with a save file already halfway through the game.

    Where is the Savegame data stored? Is it in the project file directory? Or is this something that's a local type thing and I don't even have to worry about at all?

  • I'm trying to make an Undertale fan-game.

    Undertale at it's core is a basic Earthbound-esce RPG with bullet-hell mechanics.

    I've replicated the whole system down to the nail perfectly, but something is giving me trouble that I haven't realized. The simple contextual dialogue menus.

    EXAMPLE:

    Random Battle Occurs!

    2 or 3 Enemies Appear.

    (You have four options:)

    [Fight] [Act] [Item] [Mercy]

    Clicking on these Actions gives the following prompts as follows:

    Fight > Targets (With Healthbar graphic) > Combat Minigame

    Act > Targets > Actions to Perform on those Targets (Varies depending on the Target. Ex: Hug, Talk, Flex, etc. Contextually unique to every enemy.) > Produces either Correct or Incorrect Action response from Target

    Item > Items > Modify Player's Value or Characteristic (HP, Speed, etc.)

    Mercy > Spare/Flee > Non-Violently Pacify an Enemy or Run away if Possible

    I've been trying to come up with ways to create a Master layout or Template so I can just place an enemy in the layout and the system will take care of all the events for playing the contextually unique dialogue.

    A lot of things have been getting in the way. For example:

    You'll never really have more than 4 enemies on screen at a time. So the most text objects you'll see when Selecting targets are 1-4. It's arranged on a wide, 2x2 grid. So if you have 2 targets then It'd just be On Left Pressed move SelectionCursor by Self.X-20 Pixels. Then If it goes too left then place it at X: 270 or wherever. When you have 4 enemies just add the same thing with a Y value. But what happens when you have 3 Targets? You can move Left and Right but only Down sometimes if the X is in a certain spot, and now the specific conditions for the Y values are double-triggering on DownPressed causing it to not move anymore at all.

    I feel like there's just clearly a more efficient way to move a Cursor around a 2D grid that could sometimes be 2x2 or 2x2- the fourth element than what I'm doing which consists of manually moving the Cursor's XY values around.

    I'm pretty sure if you've never played Undertale you can at least understand the concept of Dialogue Prompt Trees with more than a Single Y value in positioning. I'd appreciate any help or insight I can get on this.

  • Mods close thread please. I have found the solution and it's embarrassing.

    Forgot to assign the second Layout's event sheet to the new bare one I made with the Include. Instead it was assigned to the main one. That's why things weren't assigning properly.

  • I have a dialogue box system.

    Works like this:

    Global Variable: "charactername"

    Event trigger -> Play Animation: charactername&"_talk_idle"

    The idea is that every dialogue box portrait animation is in a single sprite object, and I can draw that object and play the animations for the appropriate characters. I can change the global variable to the character's name, and the way the animation names are set up it works itself from there.

    It already works in practice on a single-layout.

    Now the problem arrises when I get to the stage where I need to start making numerous different Layouts with Includes to the "core" event sheet.

    Every other aspect works perfectly in the 2nd layout (which is a duplicate of the first) and it's own event sheet is nothing but an include to the main event sheet. The main event sheet has an OnStart : Set Vale of charactername to "girl".

    For testing purposes I removed that OnStart event from the main and put it on the 2nd room's sheet. (These separate Layout sheets with includes to Main will function as the different "levels" and scripted events. Where the only variation are things like the layout of the level or scripted events.) Didn't work.

    It feels like the problem here is attributed to the Global Variable not functioning correctly. Anyone have any ideas? Am I understanding something wrong?

  • FIXED:

    No idea what caused this, but I fixed by:

    Forcing game to go Fullscreen on Startup.

    Make a condition to: [Browser Is Fullscreen & R Pressed] > Cancel Fullscreen

    and it knocked it out of whatever was forcing it at the start. Was probably my error in the long run and I couldn't see it until I did that.

  • It feels as if at some point the game was in a minimized window with the standard window commands. I clicked on the maximize option and even after closing the game the app still opens up fullscreen like that.

  • Even when I make a command input to 'F4 Pressed > Cancel Fullscreen' in the browser Object- nothing happens still.

  • Weird thing going on. The app is starting NW.js fullscreen locked even though there are no contributing events to make this happen. I was testing this since I wanted the game to initially launch as a window and then fullscreen would be an option.

    Even when I turn off "Fullscreen in Browser" it still launches in fullscreen, just changes the size of the window.

    Am I missing something here?

  • Example:

    Die has 6 faces. 3 Faces have a Symbol, 3 are blank.

    I want to add a value for every time a random dice has a face on it.

    So:

    2 Die roll faces

    1 Die does not.

    So I want to pick the dice that do have that face, and then add it to get a total Value of 2. Also I want this value to reset every time it's rolled.

    It sounds very simple at a glance, but my first attempt had a lot of issues with this. Was giving me more trouble than I originally thought. How would you attack this concept?

  • Scenario: Top-Down Vehicle with a Speed Boost function. When Speed Boosting I want a trailing effect from the back end of the vehicle coming from the tires in a blue trailing effect that fades out after a short time.

    When I attempted to do this, it just turned into entity spam and I believe I was going about it the wrong way.

  • I'm trying to achieve an effect that I'm sure is possible but probably takes some advanced knowledge of Effect functionality.

    Example: Let's say my Layer is just a flat image. Simple. Now I want a specific rectangle selection of that Layer image affected by the Tint effect. Is this possible? If so, how is it done?

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  • Sweet! This is exactly what I needed to know, thanks. Works great.

  • I want some objects to vibrate violently under certain conditions. (Imagine a screen shake function but it shakes an object and not the screen)

    I also want those objects to vibrate but not go off track of their current positions. (Shake in position, not shake and go wildly off the screen)

    The only way that I can imagine this working is something to do with randomized values and sine behaviors. My attempts at it are really not satisfactory. If anyone has done this before and gotten it to look good please help. I've never seen this topic covered enough.

  • I want to do an effect where I make each letter in a text object shake / vibrate violently. What's the best way to accomplish this?

    I assume that I make each letter a separate text object, but I don't know where to go from there. Object-shaking (non-camera) shaking is something that actually seems to not be touched up on enough.

    I tried downloading a custom plugin but it didn't work with multiple objects.

  • Found an issue: Hopefully posting this soon so it can be resolved because I really like this behavior.

    Using "Enforce Position" on multiple Shaking Objects glues the objects into the same, singular position instead of maintaining each object's own relative position.

    I'm trying to make a sentence of text out of text objects for each letter. I want every individual letter to shake relative to itself. (Not having the whole word grouping shake). When I attempt this it just clusters every letter object together on the same position instead of keeping their own positions.