Rich's Forum Posts

  • > Where you have event with "Mouse is Over" stuff, add to this event a new condition: System -> Trigger Once While True. This way playing sounds will be only one time the whole time mouse is over object.

    >

    Could'nt add ann condition, but i made a new event.

    Works like a charm! Thank you!

    Why couldn't you add a new condition to an existing event? This is how it should be done correctly; the mouse over then the trigger once condition. Right click existing events and select 'add new condition' to do this.

    Also, I believe Lemming is referring to the topic title, which is all caps .

  • "(like replacing a seldom used frame with another image at run-time[yes, this does indeed work .])"

    Could you expand on how this works? I'm curious on that, thanks.

  • Some roundabout logic by Davioware but a valid point nonetheless; the builtin behaviors are designed to be comprehensive, and much faster and easier to use than eventing it (both time taken to event and at runtime). Everyone should use them whenever possible.

  • http://www.black-crystal.net/content.as ... %20Studio/

    Nothing to it yet it seems. Feature set looks interesting.

  • You do not have permission to view this post

  • Yes, it does update frequently sadly. That's not generally a problem, except in some builds they phase out useful APIs unnecessarily..

  • Just to make sure you know, frame timings can be set in the animator bar by clicking a frame and changing its properties?

    It's not changeable at runtime yet, which could be handy.

  • Large bone movement behavior improvements for editing animations etc will probably have to wait till 2.0 when the UI can be properly redesigned.

  • You'd name the text lines in the file as 'ConversationName1', 'ConversationName2', and then just have a variable somewhere which counted what line of the conversation you're on. Then pick the hash table item by "ConversationName" & current conversation line number.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I really like the design, layout and way you've used content. Very impressive.

    One thing that I imagine could easily be changed (?) is the font used; I'd favour a slightly smaller and curvier font like the ones in the example designs in the opening post. I hope that's not too difficult to quickly change.

  • 1. List-based inventory: Not all games have grids with icons for inventories. Some games, such as pretty much any JRPG or the recent Castlevania games have list-based inventories with either one or two rows and scrolling, with the games of items displayed instead of graphics, the graphics normally being displayed when the item is highlighted, along with an item description. Surely that can be easilly interchangable?

    The object is primarily designed for icon displays of inventories, with drag/dropping of them, auto stacking, and display taken care of. Another display mode like you describe sounds rather more specialist than this general kind, and is probably better custom made.

    2. Equiping items: Pretty much. You want to allow the player to equip items of a particular attibute and only one (or two, etc.) of these? You can double-click or move an item to the equip slot and if there's an item already there, that item will either return to the inventory, or if you don't want to move items from the inventory to equip, just simply update the equip list. This could also be expanded in case of multiple characters.

    This should be possible using events, and the inventory object.

  • It's a bug, put it on the bug tracker.

  • Adding a flash interpretter, even without vector art, would be a notoriously difficult job, I wouldn't know where to begin with it really.

    GIF animation is more feasible, but I do question whether it's really necessary. Some additions to sprites like importing or running animations at runtime - from external .png files and maybe a data file for frame timings - would be far more suitable for the job.

  • For #3, you can use the Bone Movement Behavior's 'compare animation frame' condition to change sprites animations at keyframes.

  • It's PHP, but I don't think we use PHP anywhere currently really. It'd be useful for includes though yeah.