LaDestitute's Forum Posts

  • One final preview before scirra store prep/code optimizations!

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  • I actually like the name...do I see a bit of Hotline Miami inspiration?

  • Seems kind of simple, but have you tried setting the 8direction to four-directions only in it's settings for the object that has the behavior?

  • Not sure if this would be a solution for you but in the ShadowLight object, change 'Light radius' to zero.

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    A new update! (well sort of)

  • Probably at least a month or more from release, but it'll be by end of Spring/early Summer, if estimating delays/the speed I work at.

  • Yes, but it'll be a product in the Scirra Store when released.

  • Maybe you should read my example a bit more clearly and/or reference the manual for Construct 2 if you're not sure how certain behaviors or plugins work.

    But, I've whipped this up to help you understand more clearly how to do this:

  • Hmm...this is intended to be multiplayer, so that may complicate things slightly. I have not actually touched any of the multiplayer plugin for the engine, so I have no idea how to help you on the multiplayer front, but some advice of how to do it, besides the multiplayer/peer-connection part:

    Use arrays or dictionaries and loading/saving from json to localstorage for storing the conversation-data with the choices a player has made previously. Dictionaries may be your better choice, as they are easier to learn and understand than arrays are, and a dictionary can do anything an array can do, data-wise, besides if you specifically need to loop elements, which arrays are used for. Below is some psuedo-code for how it may work with an example conversation, once you figure how the array/dict and json/localstorage first:

    Is "firstconversationwithAlan" =/= 0

    Player is overlapping with Alan = true

    Is player pressing button-action "Space"

    Dictionary key "AlanconversationDeterminator" = "StringValue" OR [is variable "branch1choice" = 3] (depending on how you want to approach things)

    Textbox event stuff (not sure if you have a system setup for textboxes)

    Set text-object Alantext to = "ReactionA"

    Else

    Textbox event stuff

    Set text-object Alantext to = "ReactionB"

    Something small to note with checking the dict-key here. Depending on if you have static dialogue choices that are pre-defined or allow the player enter their own unique responses (ala old text-adventure games, you can do either:

    *Static dialogue choices = check for a variable's value (which is where you'll store what dialogue choices the player choose from previous convos) for when setting NPC reactions

    *Allow for entering text = Check for a specific string, such as this example:

    Dictionary key "Alanconversationbranch1choice" = "There was nobody home. This is suspicious, I've tried already for four days. He's not even answering. He's either a hermit now or something is very wrong..."

    The minor problem I suppose with option b is that strings are very specific...they're case sensitive, so the player has to enter exactly what you want for the trigger to occur.

  • Some advice to get you started:

    You can't really easily make an object move easily without behaviors. Sure, there's 'move by pixels' but that's buggy as it tends to ignore by not accounting for solid collisions.

    You'll want to probably utilize the Custom Movement behavior. Be sure to look up tutorials and reference the manual thoroughly when you're not sure how an action/condition with it works for how the behavior functions.

  • Create a variable used to check if the player is invincible, and add an extra condition for any event that damages the player (save for things you want to invincibility to not ignore, like bottomless pits) that checks if the variable = 0, so if it's 1, the event will not run

    Just so that animations and projectiles do not bug up, you may want to wholly include the damage-subtraction in a sub-event by itself under any source where it occurs in your event sheet.

    Edit: you can use the timer behavior to run the duration of the invincibility and with:

    [quote:6828jfzu]>On timer "invincibilitytime"

    Set invincibility-variable = 0

    Keep mind that with the way timers work, the "on timer" will trigger when the timer runs out, just so you know how it properly works to understand how to utilize it correctly.

  • Here's an example of how:

    [quote:1k0rh0lp]"PX: " &player.X & newline & "PY: " &player.Y & newline & "OBJ: " &objectcount

  • So, you basically want to make branching dialogue that affects gameplay, ala kind of what Bioware does?

  • Firstly, can I know what kind of perspective your game uses? Sidescroller/vertical, topdown (like Zelda or Pokemon), or something else?

  • Some starting advice:

    Look into utilizing arrays or dictionaries, either combined with loading from json/localstorage. Dictionaries are a better option here, personally, as they're easier to understand and learn plus they can fulfill almost any use you'd need for arrays (such as data-storage) unless you specifically need to loop array values, for whatever functions they hold.

    Look up stuff on the forums for how to use arrays and dictionaries, and also check out the tutorials section.