Icecreamvamp's Forum Posts

  • So, just to put a challenge out there for myself (and others now as well), I decided to do a very small mini-game as found in i.e. Mario Party or Wario Inc.

    I would like to have a paint roller follow my mouse (that part is easy), and then I would probably need to leave a color or to reveal parts of another layer/object. The second one seems easier with a masking option. This reveal has to follow the width of the paint roller (minus a few pixels for a convincing effect).

    Then, there must be some check to see when it's finished. I.e. ''if 100% of layer "NewPaint" is visible.

    It's quite a daunting task but I believe it should be possible within Construct. Though I don't think I can do this alone ^^

    Thank you in advance for thinking with me!

  • Hi,

    When I have text or a Sprite Font object, I can easily use bbcode when I adapt the text in the properties bar. However, when setting text to something new or global variables in an action following on a condition, BB code cannot be added. Is there something I'm doing wrong or some way to work around this?

    I tried it these ways: set text to "[background=#000000]USE "&ITEM_NAME&" WITH...[/background]" (nothing shows up here as a background)

    as well as [background=#000000]"USE "&ITEM_NAME&" WITH..."[/background] (here, the set text action doesn't accept the BB code because of the ''['' brackets. Thank you in advance.

  • Hey, just wanted to update.

    I tried to make it work for too many hours, but it's one of the elements of Construct that honestly kind of sucks. Sometimes it would be nice for certain options to have more sub-options, where the pin behavior and the drag and drop behavior only let the pinned-to object be dragged as an example (where I would like them to both move and I wouldn't even have had to create this topic). Or a better group possibility.

    Instead, tutorials for Jigsaw puzzles that I checked have messy and difficult workaround where variables serve the purpose of grouping together pieces with a common pin object that keeps on being destroyed and created, after which the dragging doesn't look clean either.

    It's one of those things that I would like to see managed differently, even more user-friendly like the RPG Maker series in a way.

    ANYWAY I'm sidetracking, I simply made a frame for the puzzle and linked the pieces to their appropriate positions instead of linking them to each other. It's not as elegant as I would have wanted but it works. Perhaps in another update I will get back to it!

  • Nice improvements! Feels more like a ship than a glider right now :)

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  • I understand, but there is no specified starting point, meaning any piece or connecting two pieces could be the starting point. But perhaps I could make a variable that tracks if the imagepoints (the connecting points) are within 1 pixel range of each other AND if the object is pinned, and if both conditions are true I could give those pieces a variable of i.e. var=1. I might try this later today and get back to this post if it works.

  • Thank you for your answer, I know what you try to do but the issue is more that I would need something to check which specific pieces are connected to the one you are picking up. Just like with a real puzzle, you could start with any piece and start building the final image from that one. But if you would start with say, the upper-right corner and you connect four pieces there, and you then find the lower-left corner and also start connecting pieces there, you already have two different draggable connected sections. When I use your possible solution I would essentially give all those connected sections the same variable and they would all drag over the screen whenever I drag a single connected section.

  • It's still kind of difficult to work out what's going on and why Pin behaviour is necessary. You are dragging sprites around then you use set position right? What does the addition of Pin do? To relate them to each other you can use instance variables, objects that have the same value can be picked and move together.

    The addition of Pin makes sure that when you pick them up the ''newly created'' filled in piece of the puzzle moves as a whole. Could you give an example of how to do this with instance variables? Cause that got me confused.

  • Just to visually clarify what I'm doing, and I also just noticed that as it is now, I can only pin the relative bottom/left piece to the top/right piece and not the other way around or a single piece in all four directions, as it simply unpins the last pin if it was already pinned which causes issues when you i.e. pinned the top left piece to the right adjacent one, and then you want it to pin to the bottom adjacent one (it will unpin the right piece again).

    But anyway, my previously described issues remain to be true.

  • Yes,that seems very well possible. Other than making the grid look tight, tilemapping wouldnt even be required though.

    I would go about it like this: add the orange spaces to a family, or track if the player is on top of them by using their UID, or a global variable that stores a name of the tile however you want to name it.

    Start out with a global variable as zero or one depending on where your pawns start (before or on the first space) and add the number of eyes on the die to that variable each time you roll. Then, accordingly, move the player to the space belonging to the stored variable.

    To check if they are on the space check if the player Object is overlapping either one of the family objects that you created or on top of a field with the UID or global variable belonging to the orange fields. Then also add the condition that the die must not be active (i.e. boolean true when rolling), and that a card draw must be triggered once after the player Object seems to be overlapping an orange space. This once can also be done by a Boolean such as "CardDrawnThisTurn is false" as a condition, making it true after triggering the event, and making it false again on your next dice throw.

  • I like the professional looks, but I think there is something to gain when looking at the functionality compared to the visual approach. When looking in a game at a gun such as a gattling gun, you instantly know what it is.

    With these parts of the ship I feel like even with animations added, something would be missing that show you what the use of each part is. Thrusters in a certain shape perhaps, or more visually approaching where a pilot is. Some cover on a gun barrel which accentuates it and makes it look more menacing. Such things.

    Hope I could help and good luck!

  • Hi, thanks for your question. It's because I have no frame or boundaries other than the screen resolution. So you can drag and drop all pieces including those already connected. To keep them connected I use pin.

  • Hi, trying to create a classic Jigsaw ''torn-up note'' for my game. I got as far as giving each piece of the note the pin behavior and the drag and drop behavior.

    Then, I made sure that when you click a piece it goes to the top by adding ''Move to top of Layer", and the ability to turn them 90 degrees on right-click.

    Then came the harder part. If I drop i.e. Note piece 1, it needs to connect to Note piece 2 when in range and at the right angle. So I gave both an image point at the edge and used the "Set Position" with: NastyNote_2.ImagePointX(1) - NastyNote_1.ImagePointX(1)-NastyNote_1.X) (NastyNote_2.ImagePointY(1) - (NastyNote_1.ImagePointY(1)-NastyNote_1.Y). Again, this works. Nice!

    Then I used the pin behavior to first determine the distance where piece 1 should be pinned to piece 2 by using: distance(NastyNote_1.ImagePointX(1),NastyNote_1.ImagePointY(1),NastyNote_2.ImagePointX(1),NastyNote_2.ImagePointY(1)), and then I pinned the pieces to each other. This works great as well.

    Now, my issue is that when note piece 1 is pinned to note piece 2, only note piece 2 remains functional. What I want to achieve is to get all the pieces that are pinned together to the top of the layer when clicked, just like the individual pieces when you click them, and I want the thing to be draggable as a whole unit no matter where you click. Those are the two final issues with my puzzle. So essentially I would like the pinned pieces to follow up on the behavior of whatever piece is selected, or I want to make some type of new object from the pinned pieces if possible.

  • Just wanted to inform those who stumble upon this post, I did a temporary work-around to make something work anyway. I did this by doing the following:

    - First visually look at what seems about right distance and size-wise for the mirror image.

    - Cut a hole in the image where the mirror is

    - Made a copy of the player and called it Player_Mirror, and placed it with an extra background layer behind the hole to simulate looking in a mirror. Pretend it's like a window where you have to visually fool the player that they look in a mirror by having a double of your character following every move the character makes.

    ----------------------------------------------------

    - Globally made some settings just like you would for a player controller that tell the Player_Mirror that if Player = mirrored, Player_Mirror needs to be mirrored as well. If Player is flipped, Player_Mirror needs to be flipped as well etc.

    - Calculate the difference between the X and Y of the Player and the Player_Mirror object, and use that difference to set the following:

    -Whenever the player is moving to the mouse.X and mouse Y, set the animation of the Player_Mirror object to the same animation as the Player object.

    -Then, also let the Player_Mirror move to said point, but add or substract the calculated difference between the Player and Player_Mirror object to make sure the objects move exactly the same distance.

    ---------------------------------------------------

    - In local event sheet set the Player_Mirror object to the right position and size as you decided fits

    - Use the pin behavior to pin the Player_Mirror object to the Player Object so they have the same distance.

    -----------------------------------------------------

    - Last but not least, edit the animations where needed so they actually look mirrored.

  • Hi, currently trying to take on a big challenge, as I know this is not something that most developers want to even try in general ;p

    I'm trying to make a functioning mirror. I think I'm on the right path but I fail to i.e. successfully grasp the concept of Construct's included blend modes where Source and Destination are somewhat confusing.

    As you can see in the added pictures, I added a bathroom where a smaller mirror sprite of my player is supposed to be clipped in the mirror. I can do this by simply editing the sprite and letting it exist between two values, but I prefer to understand how to do it with masking as it may help a lot with future projects.

    So far I have a few layers which include the player mirror image, the background of mirror, and a black masked area where I want the player mirror image to appear (and disappear outside of it). How should I follow up on this now? I messed around for a good hour or two but I can't figure it out.

  • I fixed it by pinning the dialogue box to the text that's being printed on top of it. It's a bit of a workaround but hey, if it works.. :P

    Thanks!