matriax's Forum Posts

  • I am unable to place lights

    In the example, light not show below the mouse.

    Can anyone help me??

    Sorry for bad english

    Create a new document create your own tiles with normal maps. Some people have some problems with the document provided, i don't know why :S .

  • I want to change flame direction , i want to change it to horizontal instead of vertical , how can i do it ?

    I guess changing the angle of the sprite will work.

  • Sorry for the tittle, but with my english i don't know how explain it :S .

    I'm triying to do some actions more readable so i tried to use Global Variables but i have a problem in one that i have to set a text.

    In this case i have Four variables: Language&dialog&line&end

    This is what above variables out: xml.StringValue("/en_lang"&"/dogdialog/line1")

    If on "Set text" action i put: xml.StringValue("/en_lang"&"/dogdialog/line1"). Correct, in the game appears the first dialog.

    But if on "set text" i put the "Language&dialog&line&end" the text is: xml.StringValue("/en_lang"&"/dogdialog/line1.

    Is there any way to put in the "set text" my variables and get the first dialog instead the "xml.stringvalue,etc..." ?

    The line on "set text", will be more bigger and hard to read, so my idea is use variables to be more short and readable but seems is not possible?

  • I also bought that dialogue system but as a noob, for my is not an option. After open the .capx and see the editor dialogs, the json and see all the things to adapt to my game... :S .

    For that i'm looking for a plugin, something that can be configured with properties/parameters and only a simple group in the events to config a few things. But well if nobody develops a plugin when i get more experience i will give a second chance to the dialog template.

  • Prominent I will have a lots of big layouts for the maps of each zone, do all in one layout.... i guess will be a chaos with all layers, tilesets and events,etc... to say what ones are visible and what others no and also will have indoor/outdoor maps when you enter on a house, cave or something.

    So then the unique way seems will be create the main map, (outdoor) all in one layout like this:

    http://www.zeldaelements.net/images/gam ... rldmap.png

    And create new layouts only for indoor zones(houses, caves...) like this:

    http://www.zeldaelements.net/games/c/li ... ening/maps

    Also i'm using the C2 tilemap editor actually, and for big things maybe will be better use the Tiled one and use the plugin of .TMX to parse it all.

  • Thanks but this not work for me, i will have a lots of maps in the rpg and i will have various layouts that will have diferent layers and things, i can't do it all in the same layout.

    -

    One of my ideas is put a black sprite at top of each layer in the layout and when the app starts run all the layouts, i mean "When layout loading is complete= Next Layout" and in the last layout set "Loading=1" and go to first layout. Then if loading is 1 the black layer will off and will deactivate the group "loading" that skip the layouts when are loaded.

    With that all the layouts will load to memory and next time when the player plays will load fast without framerate drops "theorically!" . I test one of the big layouts wth 300 objects and the RAM charged was 500-600KB, so i guess this may work.

    Is there any other solution already that C2 can do?

  • PreLoad a layout when you are in other. So when you go to the big layout he is already in memory and avoid frame drops when starts.

  • When the layout starts, for a second there is a drop on the frame rate and after that runs perfect. If i enter in the previous zone(layout) and go to the layout again not happens, i guess the layout was loaded in the memory and after that always access fast without framerate drops. (I'm using NW.js)

    So, is there anyway to load the next layouts to avoid this framerates drops when the player access to a new zone/layout for the first time?.

  • Using JSON, you did some kind of editor to create the dialogues easily and be loaded after?

  • hello.i have test plugin and programm for making dialogues easily. will release it soon! demo (use arrows for movement, click on characters for dialogue. sorry for foreign language)

    at this moment i`m working on easy inventory plugin

    Exactly of what i need, a dialogue an inventory plugin for my RPG

    As bclikesyou said, will be great if the dialogue plugin uses SpriteFont and will be great .XML for dialogues.

    About features like the ones i said: a Typewriter parameter to activate it On|Off with another for the speed,etc...

  • AllanR Oh! another thing learned today thanks!

    And there is no problem to use a lot of "call functions" at the same time? I don't know if this can drop the frame rate or something, or i can use it all the times that i want without problem.

  • Actually when the player do an attack, something is broken or for anything i add a sound in that action.

    The problem is that when i want to change, remove or modify i have to search in the groups until find where is the event that plays the audio.

    Instead that my idea is have a group called "Sounds" on i put all the sound events.

    To do that the only thing i know is duplicate the event on that group with only the play audio and erase from the original condition that have other events. With that i will have all the sound events organized on a group to found and edit more easily.

    But this method about duplicate events, well... maybe can have some problems in the future and i guess will be another easy way to do the same.

    So ¿How can i organize the sounds events in one group without duplicate events?

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  • Mmm, try to adjust this values:

    "Y Position Effect"

    "Fire Size"

    "Flame Size Vertical"

    Also test with other fireflame pressets to see if happen in all. If not then obviously there is some parameter that fix that but sorry i don't know.

    Try it, if you still can't get working correctly post the .capx and i will try to fix .

  • Also in the Kyatric example/template he not detect when the line is more bigger than the dialog box to press again and see the next part of the line and pass to the other character dialog when is completed.

    For other part i was looking how to do things in his example to made my own and seems he do practically the same i had planned to do . One few differences is that he uses an atribute id=1 for the lines and i'm using the xpath expresion [1].

    I think finally i will use icons instead dialogs to avoid all this arggg .

    -

    Still Nobody is available/interested on create a plugin like this?

  • Yes, i saw it, but too complicated for me and a lot of work to customize and add into my game.

    For that i'm asking for a plugin, something easy to customize/config with all the logic "invisible" on you only need to setup some properties/parameters and config some events that can't be done in the other way. Something that everybody can get working in a few minutes with low skills like me .

    Btw, i'm doing my own dialogs template for the game trying to keep all the most easy possible. If somebody codes the plugin perfect, if not well, at least i will have something working done by me that i can understand and get more experience.