Milanbaudelaire's Forum Posts

  • Okay, I'm right on the cusp of understanding. With the simple game, I never really understood the purpose of curPortal, or how it worked. So I just gave mine random numbers.

    Okay. So, let's do this step by step. If you help me with the first one I can probably get the rest.

    From the Foyer, I'd like to:

    1) Collide with the yellow portal

    2) Be sent to Foyer A

    3) Materialize on the Left side of the screen, with the player sprite's feet on the "ground", on Layer 2. Eventually it would be great to change his animation frame so that he's looking to the right in side-view, but that's not important right now.

    How should I change my Instance Variables to achieve this?

    Thanks for being patient with me. I'm not a programmer.

  • Hi! I hope that worked.

    Okay, I think I see what you're saying, but I'm a little confused because the simplified layout change example I'm working off of ( https://www.dropbox.com/s/bxbgt3czuxq87lv/LAYOUT%20CHANGE%20EXAMPLE.capx?dl=0 ) doesn't have what I'll call "buddy portals" from layout to layout... you simply collide with Type 0 or Type 1 portal and the system reads where to place the player on the next screen, in this case at the player's last Y value and 25 pixels into the play area.

    What you're saying, I think, is that there should be "input" portals with a buddy--i.e., an "output" portal that specify where they materialize on the next screen.

    In the Foyer, the yellow (ID 1, Type 3, Direction 2) portal sends the player to whichever layout i denote is the Upper Layout (imagine two layouts stacked vertically, with one on top and one on bottom) and places them on the Left side of the layout towards the bottom of the screen. In this case the Upper Layout is FoyerA.

    There is no yellow portal in FoyerA, but there is a blue one... the blue portal (Type 4) sends the player to the Lower Layout, in this case FoyerB. Where they are placed on the start of the layout depends on the Direction. This blue portal in particular (ID 4, Type 4, Direction 1) puts the player at their last X value 25 pixels into the play area, because in terms of the "story" they're simply moving between different sides of the same long , narrow hallway.

    If, from the Foyer, the player had collided with the blue portal (Type 4) instead of the yellow one (Type 3), they would be sent to Foyer B and placed on the Right side of the screen near the bottom, because in terms of the "story" they would be entering the hallway from a different direction.

    If the simplified Layout Change example didn't have to use buddy portals, can't I do it that way too? Or is mine just too complicated and I need matching input-output portals?

    https://www.dropbox.com/s/8ki9vqkzjnv4eym/MURDER%20CASTLE%20GAME.capx?dl=0

  • Calling PLINKIE! Sorry, I didn't want to make a whole new post for this, but I'm not sure you'll see this.

    I got the portal working! The only thing I'm still having trouble with is the placement of the player on the new layout. Even though I have specified where the player should materialize after hitting each portal, the system just plops them wherever the sprite happens to be placed on the outside of the layout. I removed the sprite from the outside of the layout and then it didn't show up at all.

    Here is the new .capx:

    https://www.dropbox.com/s/8ki9vqkzjnv4eym/MURDER%20CASTLE%20GAME.capx?dl=0

    Do you have any suggestions on what I'm doing wrong?

  • Oh my God. THANK YOU PLINKIE!!! I would have NEVER figured that out!! Thank you!

  • Hi, this may be a confusing concept, but I will try my best.

    My game uses a lot of layout changes. If it was simply Previous Layout to Next Layout and vice versa, it might not be such a problem.

    There is an area of my game that, between Previous Layout "A" and Next Layout "C", there is Layout "B". Layout "B" is unique in that the player has the option to go to Layout "B-1" or "B-2". I'm drawing hallways for my game, and splitting a layout into to halves was the only way I could think of to give the player access to both sides of the hallway. You'll see what I'm talking about if you view my .capx(https://www.dropbox.com/s/3tm4azvmsgy1am2/Murder%20Castle.caproj?dl=0), but this is the basic idea in top-down view:

    Right now, I've got layouts prepared for A, B-1 and B-2.

    I've based my Event Sheet off of a simplified Layout Change .capx that a user made a long time ago to help me with the concept of changing layouts while maintaining player position (https://www.dropbox.com/s/nd4gmalux6qqilw/3ScreenLayoutChange.capx?dl=0).

    I've added Global Variables for the portals that tell the system:

    1) The name of the layout it's supposed to go to

    2) The position of the player on the new layout, whether it's Previous to Upper, Previous to Lower, Upper to Lower, etc.

    3) Whether the new layout is categorized as Previous ("A"), Upper ("B-1"), Lower ("B-2"), or Next ("C").

    Yet when I collide with Upper Layout Portal (*) the layout remains the same, but the player changes position, and when I collide with Lower Layout Portal (**), nothing happens at all.

    My understanding of Event Sheets is amateur at best, but everything looks to be in proper stacking order.

    What am I doing wrong?

  • Thank you so much!

  • Okay, I don't know what's going on here. It's been awhile since I've used Construct 2, but I've just downloaded the newest version, so something may have changed. To import a sprite strip, I remember right-clicking the animation frames window after importing a sprite, and it would give me options like Import Strip, Import Frame, etc.

    Now when I right-click, i get nothing except Duplicate and Thumbnail Size. There is no longer an option to import a strip.

    Where should I look/what should I do?

  • Hi!

    I'm creating a point-and-click game with additional keyboard input.

  • You know how when you come across a mysterious note in a game, and you select it, and it pops up onscreen allowing you to read it while the rest of the game pauses, and then you press a key to put the note back down and resume the game? Yeah, that, lol. I think I can figure it out with just one note, but there are several notes to be found in my game.

  • You guys...

    THIS IS EXACTLY WHAT I NEEDED.

    THANK YOU SO MUCH!!!!!

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  • Hi Plinkie!

    Okay, I did what you said as far as simplifying the layout changes. Please check out this simple example:

    https://www.dropbox.com/s/nd4gmalux6qqilw/3ScreenLayoutChange.capx?dl=0

    It works great, save for 2 things:

    • How do I have only 1 Player spawn on the screen at a time? Layout A spawns 2 Player sprites, even though I moved one into the margins. Like you say, it has to be on the screen somewhere or the system won't know what I'm talking about.
    • I'm trying to make it look like the Player is moving from room to room... therefore, when it exits on the right side, I'd like to have it appear on the left side of the next layout (and vice-versa), ideally at a similar X and Y position as the previous layout. That way, when the Player exits Screen A from the bottom-corner right side, he appears on Screen B in the bottom-corner left side. Right now, it's just being spawned in a meaningless spot.

    I know I'm asking a lot, but you have to believe me, I am not intuitive to this kind of logic. Can you please, please with sugar on top tinker with my simple .capx file (https://www.dropbox.com/s/nd4gmalux6qqilw/3ScreenLayoutChange.capx?dl=0) and reply with a working version?

  • I'm working on moving my sprite between layouts, based on this simple but brilliant .capx file:

    https://www.dropbox.com/s/5vatkqilropb9ui/LayoutChangePosition.capx?dl=0

    I have copied the logic into my project, but I have a few problems (Note: I am not a programmer; unless the solution is spelled out for me, I have no idea how to fix it).

    1) The simple .capx file above moves the sprite between 2 layouts, A <--> B.

    Right now, I have 3 layouts (and will have more). I need to know how to move the sprite A <--> B <--> C.

    I tried tinkering with the logic based on the simple .capx file, but it didn't work.

    2) My sprite is spawning all over the place. It's supposed to spawn at the position of the portals.

    On the first layout, it spawns where I have placed the sprite manually.

    On the second layout, it spawns in the margins somewhere.

    On the third layout, it is nowhere to be found.

    3) And lastly, I have defined a custom cursor, but it doesn't "appear" until the second layout.

    Can anyone explain, step by step, what I should do to fix these problems?

    Here is my file: https://www.dropbox.com/s/9eprtnqn26l0aku/LayoutChangeError.capx?dl=0

    Thank you for reading this!

  • OK, thanks, Plinkie! Thanks so much.

  • Yes, indeed! That is the plan... I've only just started making the game, so I will have dozens of layouts probably.

    I think I see what you're saying: consolidate all of the general gameplay logic onto the Main event sheet (organized into appropriate groups) and have Main feed into each layer-specific event sheet. Got it! Thank you!

    Which brings me to the million-dollar question: how do I know how to order things on the Main sheet? Group "Stapleton" will contain player movements. Group "Inventory" will contain logic concerning the inventory system. Group "Mouse" will contain logic about the mouse and cursor... et cetera. In my mind, since each group is totally independent of the others, it shouldn't matter which order I stack them in. But I know by now things don't work that way--if the groups are not arranged in a specific hierarchy, the game will not work. However, I can't understand any rhyme or reason on how to order the groups top-to-bottom. The trial and error method of rearrangement is fine, until I have a dozen different groups... then I'm screwed.

    I will re-upload a .capx file showing the group setup when I get home from work, but I would really love some insight on how to properly order things on event sheets (I could not find any helpful info about this in the manual, or on YouTube)!