Icecreamvamp's Forum Posts

  • I guess you could put them all in a family named "characters" or something and give each individually their "alive" and their "downed" animations with the same names for each.

    Make a group variable that checks if the health is 0, and then say "if Characters family variable is equal to 0, set animation to downed"

    That should work I think :)

  • What I don't fully understand is why you subtract 1 from the 0-based X? Set at XY. X = array.width-1?

    Wouldn't it have to be +1 to simply add a new row on the array grid? This seems to make way more sense to me as you would also fill in the X properties as ''1'' or ''2'' depending on how much rows you want. Or is this something with the 0-based concept that I don't understand?

    Mmmm is this because when you push a new value on the X array you essentially get a 0 and a 1 vertical column at the start (so a grid of 2x3) and the first row is still empty so you do a -1 to fill in the first empty row? ^^

  • Ok I thiiink I get it but I would like to get back to you with one question in particular.

    So, by doing as you stated you basically start out with a grid that's 3 vertical squares in a row and unable to store any information, right?

    So at the start of my first layout, I want a note added. I do this as seen below:

    I understand that by pushing and setting the values you first create an extra row of 3 vertical squares (or in the initial call, you simply allow the first row to store information), and set three types of information directly afterward. In this case, the first horizontal row is a title, the second is the type (i.e. "Dreams"), and the third is the content itself. Each vertical row is basically a page by doing so. Correct? This would also mean I could use the array.X as the variable to set the page navigation right?

    What I don't fully understand is why you subtract 1 from the 0-based X? Set at XY. X = array.width-1?

    Wouldn't it have to be +1 to simply add a new row on the array grid? This seems to make way more sense to me as you would also fill in the X properties as ''1'' or ''2'' depending on how much rows you want. Or is this something with the 0-based concept that I don't understand?

  • Thank youuuu WackyToaster I think I can manage with this explanation. I will let you know later :)

  • construct.net/en/forum/construct-3/your-construct-creations-9/kids-stories-book-153428

    Sorry but what am I supposed to do with this? It's not really helpful as it's a finished Android file.

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  • I'm finding it hard to mess around with this ^^ So I'm just going to think out loud here.

    Ok I have 3 different types of notes basically. I have Objectives, which I want to form a list where items get crossed out once they are completed and new items get added as they are found.

    Then I have Notes and Dreams which are essentially two of the same type of pickups that give you Notes containing useful hints or Dreams which are basically background story.

    Sooooo I guess I need an array for each, right? Starting with Objectives, I created an array with one dimension (x) of about 50 spaces that will serve as a testing ground (I have no idea how many spaces I will need so I just picked a number)

    I need 3 things?

    1. I need to know what's the current X value and then pop up the information belonging to that value. This is already where it's getting weird for me since the actions set from an array seem to be very limited to me. I created a variable for each array to keep track of the current number. Then I made a condition that says:

    If current array value = IndexObjectives (the variable which holds the value that's supposed to track what page we are on), and then at the action I want to load the right information. Should I do this with a JSON string?

    2.If the player finds a new objective it has to be a value that's added as ObjectivesArray.CurX+1 I guess? So you store a value in the next index space that way right?

    3.When I click on ''Next Page'', I want the IndexObjectives variable to go IndexObjectives+1, and for "Previous Page", IndexObjectives needs to go IndexObjectives-1. Then a check on every tick should connect the right information to the new IndexObjectives when it changed?

    I think I kind of understand what needs to happen but it's honestly rather daunting and complicated right now ^^

  • You probably want to look into Arrays.

    https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/array

    Basically you have an initially empty array, and whenever you pick one of the notes up, you push that to the array. This way there will be no gaps and the notes will appear in the order you picked them up.

    Thanks! I'm going to look into it soon :)

  • To provide you guys with a visual that I made so far ^^

  • Hi all,

    I would like to make a collection of notes that you find throughout the game which you could look up in a journal that you carry with you. You know the type, sketches, writings, the whole bunch.

    I don't mind making it (obviously) but I would like some pointers on how to handle such a system and by using which resources.

    - I want a note to be added on the next possible page depending which one you pick up. So playthrough 1 might have a different order of notes than playthrough 2. Not that it matters a lot, but I just want to avoid weird gaps in between the notes if I would give each one its own absolute fixed space. Something with a dictionary or library?

    - I assume that on each pickup I would give the new note a variable (number) and then when clicking on ''next page'' button I could just use that variable and +1, same as previous button and -1 for the variable. But I struggle to figure out how to store information for each page and connect them to the variable. I'm eager to learn something new about Construct every day so if you guys could just point me into the right direction I would be thankful! :)

  • Ugh I figured it out. There was a random copy later on in my event sheet. I feel like a tired tool. Anyway, thanks for your help man.

  • To show the result of my own:

    I tried to follow and recreate what you made, and I learned a lot of new things such as calling for specific tiles, using tilemap in general for things other than regular tiling, and what LoopIndex is exactly :) Thank you for all your endless effort to this community dop2000 , I hope I can be as helpful someday as well ^^ Will keep you in mind to hire you for my project as it will be at least 2 more years in development and Im sure to bump into some issues that are way more important than a mini-game.

  • Ye the text appears with the right text color and the pulse effect active, but no background color.

  • I did this with a tilemap:

    https://www.dropbox.com/s/o0m1gx5tmsfr293/RollerPaint.c3p?dl=0

    Damn I'm impressed by how well/easy this works. Thank you! Great job!

  • Hi, thanks for your reply. I tested it in a new project and it works fine there. In my own project though, it doesn't for some reason. I tried deleting the text effects (Pulse) that you can see on the left as well to try it out, but nothing changes. I'm not sure what could cause such a conflict.

  • So you mean to cut up the layer with multiple sections basically? It's very well possible and quite easily doable, though it isn't as elegant as I would like to achieve. Nice suggestion though.