RhapsodyInGeek's Forum Posts

  • Did somebody say SpriteFonts? <img src="smileys/smiley17.gif" border="0" align="middle">

    I use that plugin for all my games, including my Happiness! one. It works brilliantly, and you only need to create one font object per font, and you can reuse it and put it through the SOL picking via variables and conditions so that you can control each individual instance. It's a bloody brilliant touch. Props to Mipey for puttin' it out there for us to abuse.

  • Updated the game! Now includes Stage 3 and a few fixes to the UI and inventory!

    Planning on including gamepad support soon, as per TPorter64's suggestion.

  • Honestly, creating save games for RPGs and other large games isn't as difficult or complicated as it seems. At least not the actual data storage part.

    You can use a combination of this technique with WebStorage as explained and exampled by Haematite:

    Saving and Loading an Array to WebStorage

    And to copy the positions of sprites in the layout, you can use Rex Rainbow's amazing SpriteBank plugin.

    Obviously, it's up to you to create a suitable UI for the save system, but that would be the case even if Ashley had developed the "Save/Load Layout" feature. Except in this case you're able to save only the variables you need to.

  • Erndog2k

    The reason you look at capx's is because not everyone's events are set up the same way, so they need some suggestions that will work with their particular setup.

    inkBot

    Of course, ironically, I don't have time to check the capx right now (on my way into work), but quick question: on your jump events, do you have a condition that says "+Keyboard.Down arrow is NOT down" ?

    Sometimes, depending upon the way your events are setup, others can be overridden if they've got common conditions. Sometimes the best way to isolate them is to do inverted conditions.

    Like I said, I can't check it now, but if you don't solve it later I'll give your capx a look when I get back.

  • You probably want something more like A* and pathfinding. 00Rez came up with a really sweet couple of plugins that can work in conjunction with one another to do what you're hoping. You can find them here in the Rez Repo topic. You can even find an example of using Rex's moveto in conjunction with the pathfinding behavior and A* plugin. Pretty cool stuff.

  • And so it is!

  • Just a small quick one. Seems that when trying to rename image points. If using the letter "I" the renaming process is overridden by the shortcut key to add a new image point. Doesn't seem to affect any other letters or numbers, just "I".

    Found it out when I was trying to rename an image point to "item". It kept creating image points over and over. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Whenever I make topdown animations, I never think in terms of forwards or sideways. It's always in terms of north, south, east, or west. As a heads up, an angle of 0 in Construct is always facing east, and if I remember correctly it likes to read the angles back as this:

          -90

    180        0

           90

  • I mean, I know I give some pretty poor examples, but I'm not usually this lazy! <img src="smileys/smiley17.gif" border="0" align="middle" />

  • It largely depends upon how your game is programmed, global variables and global objects being the big important bits. You need to make sure to reset those before you go back to your first layout.

    It also depends on what you want to reset to in your game. Do you just want to restart the level? Do you want to go back to the title screen? Another menu? This will also affect how you go about programming a reset function.

  • Right. Like I said, it's not an important feature, but it'd be useful to have.

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  • Let's say you want to be able to charge key presses, no matter what key is being held down, and then release that charged key press. It'll keep track of the charge time in a variable, and then you can call that charge time in any other event farther down the line.

    Another use might be in dialogue systems, where in order to hasten the write speed of text you could just hold down any button or key, and release whatever you held to let it return to normal write speed. It would save having to make an endless OR block with each possible key.

    I'm sure there are other uses other folks could come up with too, but that's the train of thought that prompted this suggestion. I figure since it's just a couple variations on the other conditions it probably wouldn't be a big deal to implement, and it would add even more flexibility for such "small" features.

    When might you use it?

  • Just thought of a useful little condition that could be added. The Keyboard object has the ever useful conditions "Key is Down", "On Any Key Pressed", "On Key Pressed", "On Key Released", but it'd be most excellent if the conditions "Any Key Is Down" and "On Any Key Released" could be added.

    Just a thought for a future build! <img src="smileys/smiley2.gif" border="0" align="middle" />

  • I like to invert expressions myself. Like

    +Player is on floor

    ++Player is moving

    ----> Set animation to "walk"

    ++Player is not moving

    ----> Set animation to "idle"

    That's the method I use, and variations on that theme. Never have any problems with it.

  • Depends. Are you using a global variable or an instance variable assigned to the player character? In any case, the action you would want is "Set instance variable" or "Set global variable".

    If you don't know how to create those or where to find them, I would highly suggest going through the Getting Started Tutorial first. Also, the Manual holds an incredible wealth of information on all the features of Construct 2.