Mikal's Forum Posts

  • Thanks, very nice. Trying it out on mobile to see how it looks.

  • OK, I'm with you, I see where you are going with this. I think this is all doable with the Dialogue system and not too tough. See my sheet for how to get going. Magistross gave all the details on setting things up. To create the json, you can use the utility, or do it by hand with csv (or if you really want, I can send you the Parser I wrote that takes in text files and spits out JSON, see details earlier in the thread, but I don't' have time to do tech support for it.)

    Use the dialogue trees you create in the utility to have choice and forks in the dialogue and then set Gamestate variables if a choice will make other conversations change (e.g. which dialogue is started when you talk to the king after you have insulted the queen, triggered by an event where you click on the queen) These Gamestate variables can be created and set through dialogue commands, see the cheat sheet for how to do it.

    If it's just a short game put all the different dialogues into one JSON file, so you only need to load it once per layout.

    I really enjoyed reading the writeups from the students, espeically the 'reflections', well done!

  • OK, here's a big question for you : what is your intent?

    • Have students create a game engine which can then be used to create an interactive novel? If so C2/C3 is a good basis for the work to create an engine and then create an interactive novel. There will be a bit of work involved, but very doable. They will need to learn game design, UI design, etc. and then do all the content.
    • Have students create an interactive novel, the focus being on the content of the novel? In that case I would just start with an interactive novel engine like https://www.renpy.org/ and have the students focus on script, art, content rather than engine development.
  • I also need to migrate a drop shadow effect to construct3.

    Is there any guide to migrate effects from construct2 to constrct3??

    Where should I start?

    Thnks in advance!

    Use blackhornet 's converter with -effect and cross your fingers!

    Converter thread, read through it for tips, at the end there are some discussions on effects. After the converter was updated, it 'just worked' for normal map extended.

  • Any news about the addon 'SpriteFont+ (SpriteFontPlus) by Chris Kent' ?

    I think a lot of the plugins covered in this thread should be made official by Scirra. The users providing those really did a good job. Thank you all!

    The functionality of this one may be 'official' see: https://www.scirra.com/tutorials/9536/m ... construct3

  • Also, I think we can remove the C3 workarounds, C3 has been updated and you can now copy between projects again.

  • Great, thanks for porting this over. Playing with it now (the demo).

  • I noticed that there are some sample files in the early part of this message thread, and that's exactly the sort of thing I need to find. Unfortunately, those links are no longer functional.

    I have a simple example, but Magistross does not want us to post them. (Rightly so, because it would give away his template.)

    In the example, I started with the demo, I stripped away all the unneeded utility objects and events, created 3 buttons on the layout to call different dialogues, I added events to load the example dictionary and some events for UI controls for the dialogues when they are in progress, the UI controls are simple, not foolproof, but they work with mouse and keyboard. Pretty simple. I think you can get it from this example.

    Also see the 'cheat sheet' post in this thread that I did about the commands for the dialogues.

  • Has there been progress on supporting FFD/Mesh for the Spriter/Spine style plugins in the C3 Drawing SDK? Any comment on possible ETA?

    I would like to use the FFD/Mesh animation directly, I am currently exporting a very large spritesheet to integrate into my game rather than using a plugin.

    Ashley badlogic lucid

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  • A quick tip for converting C2 -> C3 plugins that use project files. This is from another comment, which I can't find right now, but it helped to convert the flodjs plugin.

    Replace requested file in C2 code with this.runtime.getLocalFileUrl(<target>)

    Example:

    Original

            if(typeof(AudioContext) != 'undefined'){
                            var fetch = new XMLHttpRequest();
                            fetch.open('GET', zic);
    
    [/code:10uz1jse]
    New:
    [code:10uz1jse]
            var urlToRequest = this.runtime.getLocalFileUrl(zic);
            if(typeof(AudioContext) != 'undefined'){
                            var fetch = new XMLHttpRequest();
                            fetch.open('GET', urlToRequest);[/code:10uz1jse]
  • Mikal Seems to be working! Thank you very much!

    Cool, now I'm starting to get addicted to listening to all that different chiptune music... I'll look for your retro shooter when you start sharing more on it.

  • Could someone convert this flodjs plugin?

    https://www.scirra.com/forum/span-class-posthilit-flodjs-span-plugin_p911465?#p911465

    I'm working on a retro shoot'em up for airconsole and I would like to have authentic mod tunes spicing up the mood.

    Just did an autoconvert using blackhornet's converter and then a couple manual changes to deal with grabbing files in C3 vs C2:

    in runtime.js:

    //			case 0: flod_type="YM";flod = new music("YM");break; // removed From Base Source not needed now GTR
    //			case 1: flod_type="FLOD";flod = new music("FLOD");break;
    			case 0: flod_type="YM";flod = new music("YM",this.runtime);break; // removed From Base Source not needed now GTR
    			case 1: flod_type="FLOD";flod = new music("FLOD", this.runtime);break;[/code:fx9tuk7w]
    
    in codef_music.js:
    [code:fx9tuk7w]function music(type,runtimePass){
    this.runtime = runtimePass;
    		  var urlToRequest = this.runtime.getLocalFileUrl(zic);
    		  if(typeof(AudioContext) != 'undefined'){
                            var fetch = new XMLHttpRequest();
                            fetch.open('GET', urlToRequest);
    [/code:fx9tuk7w]
    
    I'd like a better way to access runtime.getLocalFileUrl() in the other file/function, but passing through runtime as a separate parameter seemed to work.
    
    I got the demo flod.capx to work in C3, using this, try it out, no guarantees, but good luck and let me know how it goes.
    
    [url=https://kindeyegames.com/forumfiles/flodjs.c3addon]flodjs.c3addon[/url]
  • The Lumen flies Easter egg and deployment at the start of the Boss fight are great, really nice call back to earlier parts of the game.

  • Still thinking about the state machines and decided to put it on hold as I check out some tools:

    I am now looking at ChatMapper and Articy Draft.

    They are both narrative game making / dialogue tools, I saw Articy on 's cool devlog and the from looking at competition with that saw ChatMapper (I think the Tokyo Dark team used ChatMapper, I think I saw it in one of their dev pictures.) I want to explore them both a little, so I can think about how to use exported data from the tool to generate dialogue trees and state machines that I can easily integrate.

    WIP Splash Screnn (with working title, still deciding on title for the game). Need to blend / unify the different elements more, add some some more juice and effects (e.g. slideshow background to different scenes.)

    Rabbit art from LadyFizi who graciously allowed me use it (LadyFizi Deviantart)

  • Nicety done, I like the police light hints, it's a good touch. Good luck it with it! I played for a little bit and then... tanks! Haha, nice little twist. Very clean art and good sound fx.