LesleyBeth's Forum Posts

  • I just finished trying dop2000 's advice to use global variables - I have one event sheet for all the different worlds and then one event sheet for the "inventory," and on the "inventory" event sheet, I have it set to run a check for the global variable changes and then make the necessary items visible. It worked like a freaking charm!

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  • Excellent! I will give that a try. Thank you!

  • FWIW It isn’t a “real” inventory. The player won’t be able to select the items to use them. It’s basically just a screen that allows them to keep up with how many of the hidden items they have found.

  • Hi thanks,

    I have seen all of those, but they are too difficult for me to understand and I can’t get them to work. Thank you though!

  • So I think this might be another case of the "I don't know how to properly word my question" problems...

    I have a layout where my player walks through and collides with a hidden item. The item becomes visible, and text appears. The player can then choose to take it or not take it. I have a separate layout that acts as my "inventory" screen. I did this because I have 6 different layouts for the 6 different "worlds" in the game. When the player chooses to take the item, the item on that specific layout is supposed to be destroyed and a SIMILAR item (looks the same but named differently) is supposed to be set visible on the "inventory" layout. Everything else is supposed to disappear. I also have the persist behavior turned on for all layouts.

    So I put in all of my events, and everything works, except the item that's supposed to turn from "invisible" to "visible" on the "inventory" page never does.

    Any ideas? I know I probably don't need the system "load object images" actions, but they were a last ditch effort to get the event to work.

    https://ibb.co/tQFL56k

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  • This is an INCREDIBLY CLUNKY example, but basically I used an animated sprite for the background and an animated sprite I found quickly online for the player. I believe if I do animated sprites going in each direction for the map plus confirm that my character has drawings allowing her to go different directions, this will work. Also the reason I stop and go in the video is because I was trying to show her stopping within various rings as foreground/background.

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  • I'll give that a shot. Thank you!!

  • Ok yeah so we're getting close to what I'm trying to ask! So let's say it's front-facing platformer, and the player is watching the character from behind- The player can move forward into the area, to the sides, and return back (facing the player) to explore. How would I position the platforms to allow the character to walk if I did that?

  • Right, I know Fable II is a 3d game. I'm looking to "fake" a 3d game. I know it won't look quite the same, but I couldn't think of another game off the top of my head that fit what I was trying to describe. I have 2d drawings of all of my backgrounds, and I have my characters set in sprite sheet form so that they can look like they are walking away from me. I guess, after more research, my question is: does the character actually move? Or when the player uses the controller, will that just move the background, causing it to zoom in and out and around while the character plays its walking animations? Or is there a better way?

  • Maybe I need to ask my question in a better way, or I don't quite understand your answer. I am trying to figure out what allows a player to walk through the scenes.... like in the example below. Obviously, my game is nowhere near that complex! But just generally speaking, being able to move a third person character around in that manner. I did the whole tutorial for a platformer initially to help me learn basics, but that only really taught me how to put down a pathway that allowed my character to cross from side to side. I'd rather have movements like this. Thank you!

    https://www.youtube.com/watch?v=7oFmycYZ664

  • Two versions of my question, 1 long and 1 TL;DR:

    Ok you guys have been AMAZING so far. My game is coming along so well and I'm so grateful to you guys (like legit, I'm probably gonna throw out a special thanks to the Construct 3 Help Forum in the credits). So I've got another question I'm hoping you guys can help with---

    My game is a 2d / 2.5d (I'd prefer 2.5d but I understand that's a little more advanced) adventure/exploration game. Unity (which I tried and is NOT my jam) has an asset called "Adventure Creator" that runs about $70 and something like that would be SO helpful for my game here. SO my question is, is there something similar to that for Construct 3, or is it possible that I could use "Adventure Creator" and then import what I've got there into Construct 3?

    If it helps at all, here's a quick overview of what I'm trying to do:

    Player starts in World 1, but there are 6 Worlds total. Player can travel among them, with some limitations. Player must go through the different Worlds to collect different items and keys to unlock items in other Worlds. Once Player "successfully completes" all 6 Worlds, they are taken to a final World. If the entire game is completed to 100%, Player gets optimal ending. Otherwise, there are two other potential endings depending on choices Player made throughout the game.

    I've got a detailed outline of all the Worlds, Items, etc (and drawing them isn't a problem, I work as an artist), but I don't want it to be a top-down game, and I'd prefer if it wasn't just a plain platformer. I'd like the Player to be able to into the layer, for lack of a better word, rather than just side to side across it.

    TL;DR:

    I want the game to provide depth within which to move my third person character rather than solely side to side platformer/side scroller. Help plz.

  • Thank you!!!!

  • Yes, I tried doing it that way, but that still does not appear as an option for me. Here's what I get:

    ibb.co/Vpd36KC

  • So my individual objects have the drag and drop behavior attached to them, but the template I purchased and am using to assist on my project has the behavior assigned to the family as a whole. Construct 3 does not give me that option when I go to add behaviors. Can someone point me in the right direction?

    Thank you!!