Jalopes's Forum Posts

  • No problem, thanks for the quick fix! It's working perfectly now!

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  • Hey Rex - I'm trying to use this, but for some reason, every time I set content or tell the text to scroll to the next line or page, the text just disappears. It does this on your sample capx's, so I'm not sure what's going wrong - any idea?

  • Hey, I have a problem - when I use this to load objects within a certain range, all of the objects of the same type not in that range are destroyed. Is that supposed to happen? I thought it would just load the saved instances without affecting the rest.

    Edit: Problem solved - downloaded the old version, Sprite Bank. I'm assuming this happens because Instance Bank 2 uses the Save/Load feature.

  • Ok, I think I see what you're doing. Makes sense, I think I'll be able to do something similar.

    As for recreate initial, I might have to use some kind of data structure to store changes and only use recreate initial if no changes occurred... Hmm. I'll have to keep thinking about it.

    Thanks again, I'll update here if I figure something out or need more help. And if anyone else has any other ideas, let me know, I'm willing to try anything!

  • Interesting - so what's the benefit of using multiple tilemaps instead of just one really big one? And how would I give each tilemap this camera zone object?

    Also, regarding recreate initial - let's say in game you did something that made an NPC change position, or change one of its values. If we leave that screen and then come back, it would all reset if we used recreate initial, right? What would be a good way to keep those changes?

    Thanks for your help!

  • Hey guys,

    I'm currently building an engine that's supposed to mimic the old GB Zelda games - Link's Awakening, Oracles - and I'm trying to figure out the best way to go about this. What happens is that the screen remains static until you run into the edge, when it then moves and focuses on another screen. It does this for the entire overworld, which is laid out like a very large grid. (Had a YouTube link to demonstrate but the forums killed it, so... I hope that description made sense!)

    My question is less about how to accomplish a screen transition that looks like this and more how to handle a giant world map. I could, theoretically, build the entire world map in one layout and just have the camera move on scene transitions, but I feel like that might not be optimal, especially if the world map ends up being really large. My other idea is to store all the data for tiles/enemies/NPCs in code somehow, and do the transitions that way, but I'm not sure how I'd go about doing this.

    So - will having a really large world map with a large tilemap in one layout give me problems? And, if so, any ideas for how to start thinking about doing it the other way? Thanks guys.

  • Bummer, that was such an awesome resource... even if it was probably only me and a handful of other people actually using it.

    All signs point to Construct Classic fading into obscurity, huh. Maybe I should just get it over with and move on to Construct 2.

  • This might be a pointless question given how Scirra retired Construct Classic forever ago, but I noticed the Wiki doesn't seem to be accessible anymore - it just redirects to the SourceForge page.

    Should I assume I won't be able to get on it anymore?

  • Maybe I'm just being anal, then, haha. ClearType makes it looks a little bit better, still a bit off, but definitely better. I guess I'll just stick with that for now.

    Thanks dude!

  • EDIT: Scratch that original question (about counting objects with certain variables). I was able to find a topic somebody posted with the same question, so now I know that there is a system expression for this very thing! Perfect.

    The below question is still puzzling me, though...

    I want to use the Tint effect, but whenever I add an effect, all the text that's displayed starts looking like it isn't anti-aliased anymore. Is there some way to fix this?

    For reference, correct with no effects added:

    gyazo.com/db78b694122c41ec0eb9643081a08587.png

    And with the Tint Plus effect added to some object:

    gyazo.com/fe0a58c3bc3bb0c7b5fd7477aba70f56.png

  • That was very informative, thanks man!

    I actually solved it a different way, though your way would probably be better if I used Z for more things. Instead of having separate Z press events, I put every event that needs one as a sub-event of "On Z pressed". That way Construct only picks one at a time.

  • Hey guys - been working hard on a couple of games over the past few months, but I still have yet to find a solution to this issue I've been having.

    It regards the keyboard and mouse object. In this particular game, I'm making a basic menu system where picking certain options leads to different menus and such. What I WANT to do is make it so when a certain global variable "Menu" is set to 0, it's on one menu, and if it's set to 1 or something, then it's set to the next menu.

    Pressing "Z" is what sets "Menu" to a different value. However, it seems like Construct registers a single Z press as a Z press at each different value of the variable.

    For instance, let's say if "Menu" is 0 pressing Z sets it to 1, and if "Menu" is 1 pressing Z sets it to 2. The problem: Starting at 0, pressing Z once will set this to 2.

    This seems like a pretty glaring problem, so I'm sure I must just be doing something wrong. Either way it'd be a huge help if somebody knows a way around this.

  • Awesome, I'll have a look at this. Thanks so much man!

  • The simpler comparing method would probably be fine - I don't think there will ever be more than 5-10 values I'm going to have to sort.

    It makes sense, but I'm having trouble imagining how to construct that with events - I hate to ask for more, but could you maybe give me an example or demonstration of how it could be done? Arrays are still kind of a new concept to me, so... yeah, haha. And Verve's events for sorting seem kind of above my level of comprehension at the moment... but I'm gonna keep looking at it, it seems like I could learn quite a bit from it.

    Thanks man.

  • Sure. Basically what I'm trying to do is determine turn order for an RPG battle system. As in, one character takes his move, then the next, then the next, etc. The order that they take their turns in is determined by a "Speed" statistic. Whoever has the highest takes their turn first, then next highest goes next, and so on. Once the last turn is taken, it repeats from the beginning.

    Using an array for this might not even be possible - I've never used the array object, and though I basically understand what it does, this might not be an ideal use for it. My idea was to take each individual speed statistic and order them in an array from highest to lowest. The value at (1, 1) would be the highest speed stat, the value at (1, 2) would be the second highest, (1, 3) the third highest, etc. In the game, I would check whose speed stat is at (1, 1) to determine the first turn, (1, 2) to determine the second turn, and so on.

    The biggest thing here is being able to take a bunch of values and order them from highest to lowest. If I could do that, then I think I would be ok.