LaDestitute's Forum Posts

  • For the stuff like audio preloading and requesting on ajax, be sure to set a variable once the requests complete/audio finishes pre-loading so that the title screen (or when starting the game) actually starts only when said variable meets the expected value?

  • New dialogue system.

  • It's in the actions for Touch controls. It's a trigger condition for Touch that says "On tap"

  • Kind of obvious (but I don't blame your possible inexperience) but did you try adding on tap to the sub-event?

  • This looks amazing.

    Just curious do you plan on releasing the .CAPX for others to learn from?

    Yes, eventually.

    Great job LaDestitute, but I think that you have to change the character appearance, its name and the soundtrack used, just to avoid a copyright strike from nintendo in the future in case your game gets to the public.

    I already have that covered potentially, plan wise. I was planning on just releasing the final build for free use as is non-commercially (just put a copyright warning in the capx's zip), but I'm increasing tempted to replace the assets and eventually put it on the Scirra store.

  • It's probably just very detailed pixel art, so you'll need dedication and/or a lot of pixelart know how (such as proper shading techniques, etc)

    Source: I've been doing pixel art for +6 years.

  • Try disabling set angle.

  • > DEMO (non-Gamepad|DEMO (Gamepad)

    > CAPX (non-Gamepad)|CAPX (Gamepad)

    >

    > I made a modification of bbenny93's simple dialogue system, which can be found here. It's pretty much a reskin but it's retooled to work with a ALttP style spritefont and textbox. It has text skipping, letter by letter text, choice dialogues, all that good stuff! You can also see bbenny93's guide on how to make your own dialogue xml, which this version follows as well, structure wise with the xml file.

    >

    > It doesn't have avatars or animated textbox like the original but also has a tiny addition: an example of how to play music during dialogue via the xml dialogue file with a function. To start a dialogue (such as interacting with a sign), just call a function named "dialogue" with your xml dialogue section's ID as it's parameter zero.

    > [quote:1r9wozse]<Dialogue id='intro' key_next='32' key_faster='88' key_up='38' key_down='40' first_line_id='0' typing_sound ='typing'>

    >

    If you want to import this into your project, assuming you have all the basic parts of a project (keyboard, function, AJAX, etc), you will need to copy and paste the following objects into your project:

    [quote:1r9wozse]ProjectVariables (dictionary, global)

    Text Spritefont (named SpriteFont)

    Choice Spritefont (named SpriteFontChoice)

    Cursor sprite

    Choice_next (array, global, 10/1/1 size)

    Textbox sprite

    Typing and Text Done audio files

    SpriteFontImporter (array, global, 10/1/1 size)

    YourVariables (dictionary, global)

    Love it! Great work. I struggled a lot on my own to build such a dialog system without using XML (it's not supported on cocoonio). So I made it with a JSON file.

    What's the license of the capx file? Can I use it in my own game?

    I love your artwork!

    Thank you

    Regards

    Andy

    License would depend...I based it on another's capx but someone using it is fine with me. Though, keep mind, you'll want to change up the assets for the textbox/font as they're direct Nintendo sprite-rips and so are obviously copyright infringement.

    I also just updated both capxs and demos. This new change is better line wrapping!

  • Released a sort of hotfix tonight for both versions. Both have a minor change (integrating the music function into the main event sheet for the dialogue) but the gamepad capx also has touchscreen support now, if you want to test it on a mobile device (either via preview through lan/local IP address or the demo page)

  • I don't think there's much to this. As an example, I built a dialogue system (textbox and all) and it uses a function in xml files to do actions during new lines. One of them plays music, and it works just fine on mobile. (As I implemented touch controls too)

  • Did you check Configuration Settings in your project properties? What's probably suspect in full screen scaling settings (try turnin fullscreen off completely, though), high-dps display, and sampling, besides maybe downscaling. As well as possibly Pixel rounding.

  • I PMed you a bit ago so here's an example cooked up for you:

    https://dl.dropboxusercontent.com/u/589 ... ystem.capx

  • Having a global variable and using pick by variable-contents is a bit simpler but you could also get a bit more advanced and store the UID and/or variable via array or dictionary. My head's a tad fuzzy atm, so I think it's more efficient (cut out the middle man) by storing the UID directly to an array/dictionary, if you want to go the more advanced route.

    Dictionary (for the picking by UID action): Dictionary.Get("VariableName")

    Array (same): Array.At(0)

    (be sure to set the dictionary key or array to the UID before hand on creation, though, that may be an easy mistake to forget to)

    I'm pretty sure the inside of Array's At follows a 0 or 0,0 or 0,0,0 format depending on array size. (i.e, just zero for only 1d arrays)

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