Ramladu's Forum Posts

  • Hi,

    I loaded my game to my director and it loads up properly but when I enter a level between 1 and 6 and then hit the button, it doesn't take me to a different layout. The text input box and the button disappear.

    It works properly in the editor when I test the game as a preview.

    www2.smumn.edu/facpages/~mratajcz/game/index.html

    Is it something to do with those types of objects and maybe my browser? Any ideas I can look into?

  • Solved.

    I created a function that fires on the main event sheet for all the map levels based on start of layout. Suggested by someone who messaged me.

  • I am having difficulty setting the character's position after exiting one level (layout) and going to the next. All of my stop sign work is doing it's job identifying which layout to go to and my speech synthesis confirms this. However, the character is not being set into the new position based on the logic.

    I have made a youtube video of my project to articulate the issue.

    https://youtu.be/6GmqOXmMH9c

    Here is a quick snippet of the event.

  • Hi,

    Top-down style game.

    I have a player sprite with walking animations for left, right, up, and down. I am using a mouse click and pathfinding behavior to move the player. Works like a dream except I am currently only using one animation frame for up, one for down, ignoring left and right. Now it's time to evolve my game and adjust animations based on movement direction.

    Problem, since I am using mouse click, is there a way I can mimic the 4 direction movement so I can run an event that adjust the animation to the appropriate direction? What I am experiencing is that if I click 40 pixels down and 20 pixels to the right, it's only showing one movement since it's moving diagonally. So then it got me thinking about mimicking 8 direction movement. However, the question is the same...

    I understand that if I used the 4/8 sided movement behavior instead wherein WASD is used, I can easily adjust my animations to show the player moving left, right, up, or down, diagonal. Is there a trick to mimic this using my mouse click event instead of the 4/8 sided behavior?

    I was thinking of doing an evaluation constraint based on current location X,Y and the targeted location X,Y and which ever is greater, then use an animation based on that evaluation. Is it as easy as that or is there an optimal way?

    Thanks!

  • Hi,

    I want health bars for each of my characters on the screen.

    I've made health bars in the past with two objects, setting up multiple events and doing the numerator/denominator * bar size and it has worked okay but then I am having to manager multiple objects, etc...

    I recently discovered the progress bar object. It works a bit smoother and easier for me. (I guess personal preference, maybe a sign I am not a solid designer?) and I am wondering if there's a way to change the color from the default solid blue when there is a value in the object.

    I suspect it is not possible due to the documentation stating the following and I should therein just do the two object method I have been doing.

    "The progress bar is styled differently depending on the platform or browser, designed to match the style of the system. "

    Is it possible?

    How can it be done, I don't see any method such as progressbar.backgroundcolor, etc...?

    Thanks!

  • I got it working! That is so sweet and simpler to do than having 12 different text files,for loops, requests, etc..., just need one! Boom!

  • Thanks. That's a nice idea. I was thinking of converting(redesigning) my arrays to multidimensional. I've been doing one-way arrays for so long, it's time for me to grow, pun unintended.

  • Hi,

    I recorded a video on youtube, linked here that walks through my project and my question. youtu.be/aGWzG_T1wYc

    Essentially, I have an rpg game where I have 100 items that a player could make. Within that is up to 5 different raw materials and individual costs. Currently, I am using AJAX to pull a text file for EACH array I have. In other words, I have 12 arrays just for one item that can be made at the crafting table. Each array feeds from a unique text file. So I have 12 text files.

    Name

    Frame # from my loot sprite object

    Raw Mat 1...to 5....if there are 5.

    Raw Mat Cost for each Raw Mat for a max of 5.

    This all functions however it is very tedious because I have many, many text files. I'd rather use one massive Microsoft Excel sheet to house the data and save it as something that I can upload into my Construct 3 project and feed off that. However, I have struggled to learn XML and JSON and I cannot wrap my head around it so now I am throwing up my white flag of surrender and asking for help.

    I see there's a new CSV plugin but it seems to have limited functionality. I don't see a way to have each row be a different item# and the columns be the attributes. I'd love it if there was a way for it to work for my problem since I can make .csv files from Excel sheets.

    Thanks!

  • Thanks. Yes, sounds much simpler to break apart the items and animate them with frames.

  • Hi,

    Let's say I shoot a missile at a sprite object such as a crate. Upon collision, how do I break apart the crate into separate pieces and then fade away?

    I understand the fade behavior so my question has to do with the breaking apart effect.

    To clarify, I am aware of spawning particles such as explosions or flames and destroying the sprite, I am just thinking it might be a cool effect to show the actual sprite being split into pieces itself rather than a particle affect doing something.

    Any ideas?

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  • Hi,

    I just realized speech synthesis can be a nice tool for me to test out my events and conditions. Then I realized there is possibly several voice choices. However, I have not seen anyone list them in the forums or in a tutorial.

    How do I find out what the strings are for the different voices?

  • Yes, families is the key since you have multiple objects. Otherwise you'll have to cleverly and with elbow grease put in some clever events. And you'll eventually run out of free events that Construct 3 allows you to have before you have to upgrade.

    One other approach I use but will also be event heavy is one sprite, multiple animations, and frames within each animation. You'll still need events to check which ammo type or weapon type is used in order to do your work. Shotgun spray for example would act differently than a laser beam, etc..., well in theory.

    I made a weapon one time that had a random bullet type coming out of it from an RPG, to MP5, to Shotgun to grenade (frag, cyro, acid, gas), etc..., it was a lot of fun but a lot of planning to execute.

    I make a lot of sci-fi game environments and use weather patterns to affect projectile performance but don't get me started... I am a Business Intelligence / Data Science professor by day so thinking up all kinds of data, variables, etc.., is my zone.

  • I didn't see any responses yet so I'll take a stab at it.

    I made a quick video to demonstrate using pin-to and a hitbox concept.

    I used overlap and did not make the hitbox invisible for the demonstration.

    There's a few other choices you can make to meet your needs. There are a couple of ways you can set the pin. I chose to do it based on an object and it's image point. You can modify that within your sprite to create a second image point such as your sprite's feet and refer to that. It will be messy because you have to set up that second image point for each frame and where the feet are in each frame compared to previous. This is common with weapon animation. But I don't want to get off topic.

    I am using a hitbox myself to engage and disengage an enemy.

    I show you my simple code and while I have not restricted any type of sprite I am searching for an enemy overlap with the player. You may be able to do that with the ball sprite and the feet and a different event for other similar needs. For example, I would do this for other objects such as NPCs, or clickable objects where a block behavior may be too restrictive for me. Anyhow, I don't want to get off topic.

    youtu.be/XGJi1oAOA7I

  • I also copy and paste but would like to figure out a smoother way. I haven't devoted the time yet so the copy and paste works for me at the moment.

    I have imported text files, ran some AJAX and put the data into arrays. I don't know if it is most efficient but it works.

    Here is a sample. It is tedious but may start you on the road to actual .csv / xlsx type files.

  • Yep! Here is the culprit. I made a unit selected info GUI and it has all the possible buffs/debuffs in the game counting down as well as listening for mouse event on the map to open and an escape key to close. Under normal conditions, a unit would not possibly have all of these debuffs at once but I was learning how to do this so I had been keeping some test/learning kind of stuff around.

    Sidenote: I know it may not be kosher to change the thread up but all of those icons you see on the pic below are a sprite that just has different frames. Would it be better practice to make a tilemap with as much of them as possible and put a tilemap in instead of all the instances of the same sprite?