rexxtheawesome's Forum Posts

  • 4 posts
  • i havent tried to use containers. ill give it a shot

  • hello guys.

    im making a beat em up style game and each instance of attack i spwan a "hitbox" object to handle the collision. i change the damage and properties when spawned. i do this in place of using the animations AS collisions, i just use image points to decide where i want the box to spawn.

    i feel like this is impractical so please if you have any suggestions on how i can handle multiple hitboxes better then this, please let me know.

    anyway, if i stick with my current way of doing things i need to know how to keep each instance separate from each other.

    whats happening now is when i call the hitbox for one instance and i call it again for anything else fast enough, it changes the first hitbox. it might be a simple fix but how do i keep each instance of the same object separate, so i can adjust them as if they were different object... if i actually make them different objects, were talking 50 to 100 different objects for every character since the hitboxes will change during the attack its called for...

  • thatnks for reply!

    ill try this but im afraid its not quite the answer in full.

    variables are about as far as i can get.

    as soon as the text box appears thats it, i dont know how to make the dialogue wrap into the next line upon pressing whatever button. would i make multiple text instance variables for each line of dialogue or is there a way to wrap the dialogue ?

    is there any example i can see with npc's in it , i have yet to find it

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  • hello all.

    i just need a little bit of help with some things.

    i want to make a platformer where i can talk to people. i don't mean respond or input text but, i press and button and they speak. i press it again and it takes me to the next line of dialogue.

    now i can make a text box appear but when it comes to doing it for a complete game with diffrent dialogue from different npc's , i have no clue how to implement this.

    for example in castlevania dawn of sorrow (or any of the newer ones) they have cutscenes and shop keepers. i assume the text is stored somewhere, and i assume when you come in close contact and press a button the text is extracted and added to a text box in a certain way. i assume an array is involved .

    how you code/implement this is a head scratcher, i just want my player to be able to talk to people and read signs and what not without having to code a specific text box for each situation.

    i know from rpg maker each npc or character or even object has a way to store text and code . when you interact with them its extracted and read accordingly. i have been trying to find a way to have each npc store additional lines of text and have them extracted in specific situations since that system is so easy to use. (you have to boots, you dont have the boots)

    everything i have tried has been extremely resource heavy and obviously the wrong way to go about it (event sheets for each npc or an invisible text box for each npc)

    tl;dr how do you read and write to a text box, similar to reading a sign in a game or talking to a npc. where do i store the text and how do i extract it. also how will i do this for multiple npc's in a game with multiple instances. the rpg maker dialogue system is a great example of what im looking for in a resource economic way .

  • 4 posts