Max2150's Forum Posts

  • I understand you, thank you ever so much for you help tonight! I'll be sure to try everything out tomorrow, and I can't wait! :)

  • I'm starting to make sense of it all, Thank you so much, I want to get this start right. Previously I've started this project and then added stuff over time, then realised its all a mess and I can make it much neater. And I just keep doing that, and hopefully, this is another step to making everything compact and easy to read and tweak when needs be.

    How would I go about testing if the system works, do I need some sort of save/load system (idk how they work) or can I make a character, press like 's' to save the global variables into the array and then I'm not sure what.

    If I save variables for a character into the one array, will that array stay altered forever? do I have to make all the stats 0 again every time I want to test? I'm quite new to arrays :/

  • So if i understand correctly:

    1. I have one array with every single stat, exp, level, health, money and whatever stored for each character in 6 long columns (6 playable classes).

    2. When I select a character and enter the game, I have global variables for each of the said stats, exp, money, etc... and load in the values from the array.

    3. When I want to leave/save/change character, I update the original array with the values stored in the global variables.

    That's what I'm understanding, and I like the sound of this idea. Hopefully i'm competent enough to try this.

  • Thank you for your help :) It's greatly appreciated.

    So basically, I was thinking along the lines of a character selection screen like world of warcraft or guild wars 2. You have the list of all your characters, and you can select which one you want to use and then enter the world.

    I hope that makes more sense.

  • I guess so, so far in each array I just have health, mana, stamina and strength agility and wisdom. Which is cool. Would you recommend I add currency , exp, level onto that same array or another one or something else ?

    Previously I made exp and level instance variables on the sprite as I wasn’t sure what I was doing. Also I don’t know how that would work if the player changes character because the characters are just different frames in an animation.

    Are there benefits or negatives I should consider?

  • I have a game which includes selecting levels from a map and upon entering, there is a turn based battle system. However, there are a few features I've been thinking about and exploring for days and have failed in trying to replicate them.

    1. I want to create a home screen with list of classes where the player can essentially play the story again with each character (1 for each class) and have their customised sprite and stats display when the button to choose their class is selected. How can I differentiate between a character which has not been created, 'new character' and one which is already been made.

    ( I have the screen, but I am unsure the best way going about saving the data of each character)

    but being able to use the 'currency' of all the characters.

    2. I also, want to implement a system such as a 'group dungeon'(not important), where the player can be on one character (e.g Wizard) and summon another character (knight) for the dungeon with their attained stats saved.

    I dont know if any has played 'Darkness Rises' or such, but basically at the start screen you can choose a class from the list and if you haven't made that character then you 'create new' and play the story again. I'd like a system like that but with shared currency.

    Previously I had a character selection screen and an array listing all the stats for each class, and when a class was selected, those stats were injected into another array for the personal character. But saving and storing info of multiple characters is out of my league :/

    tl;dr I'm not necessarily asking for code, but I would like some tips/info on how I can go about this idea and the best way to store and save these values of multiple characters.

    A sort of MMO-RPG type system.

    even the smallest pieces of info, I would be grateful!

    Thank you ever so much,

    Max

  • Oh my god, you're a genius!

    Thank you so much.

  • I have a Start menu which will have 6 buttons (sprites). And when touched, I change the animation of the sprite to one with a white outline.

    However, my mind is falling apart over how to change back the animation when I click a different button.

    At the moment, I have a boolean 'IsSelected' which toggles when I touch a button. They are all the same sprite, but I just cant figure how to toggle the boolean for that button when another one is touched.

    Thank you,

    Max

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  • Oh my god, so I spent about 2 days trying to come up with my solution, and there you are creating exactly what I had in mind. Wow :P

    That is honestly amazing and I'm super impressed at how you've done that with so little code as well. Thank you so much for putting your time into this for me, I'm honestly so happy and in awe xD. Thank you :)

  • I figured it out finally and i'm super happy lol using for each and a local variable 'i'. Then setting the width to arr_CharacterData.At(0,i)

    Thank you :)

  • Thank you for your quick reply, I understand what you're saying and may give it a go soon.

    But what I'm asking is, for each of my 7 stats is it possible to create a button which when pressed displays all 7 stats on the screen, without creating 7 different text objects with an action:

    set text to 'arr_CharacterData.At(0,0)' ..At(0,1) etc...

    Idk much about arrays, so I was wondering If i could just loop through it and create 7 text objects when button clicked showing each stat somehow.

    Adding 7 new text objects and setting their text manually seems very long.

  • I'm making an RPG, I have an array with all the name and stats of each class(arr_ClassSheet). At the character select screen there is a button for each class (warrior, wizard...etc). Clicking each buttons injects data from the stats array to another array called (arr_CharacterData) so that only the name and stats for that class are used. This works all dandy :)

    However, I would like bars to display each stat (out of 100) for each class. So, if I clicked 'Warrior' the strength bar would display the Strength stat (75) out of 100. I know the maths for displaying numbers as a percentage of bar(sprite) width, however I do not know how to call the data from the array to change each bar according to the Stat.

    An easy way would be to create a bar sprite for each stat and set the value myself, but I was hoping for a quicker, less clunkier method.

    Thanks,

    Max

  • Honestly, thank you so much! That is so simple yet so effective! The code is perfect and I appreciate your help so much. I'll need to start learning about arrays then:)

  • I'm sorry but i'm a noob at construct, but I tried to attempt what you suggested but I have no idea how to do it.

  • Thank you for your quick response! When I get home I will try this out and let you know what happens!