roracle's Forum Posts

  • Bump.

    If anyone else wishes to take a look at my example bug duplication, feel free. I can't figure out how to fix it.

    The last event is the function I added to duplicate the bug, and if you look at the spacebar pressed, it calls two functions: one to display random text, and one that shows the bug (which is displaying the different text in the same line)

  • Check out the running game example that comes with C2. Basically you are creating the illusion of running. Let the background fly by and keep making new stuff off to the side outside the frame, and it comes into frame moving along (you aren't really running anywhere but in place, but to the gamer they've been running for miles)

  • Okay, programming with Construct 2 is very easy. I have never had classes or read books on programming, but I know how to follow instructions, and that's what computers do. So it was kind of a no-brainer really. Sure I started with Klik & Play back in the yore, but I have hardly touched a traditional programming environment nor had proper training in programming either. I hope you have fun using C2 and I'll help where I can when I can.

  • So you DID put it in your folder labeled "Public" and copied the (specifically) Public Link (not the dropbox link) and pasted said link to the address bar?

  • I haven't done this in Construct or C2 yet, but I remember in MMF2 when I did this, I would make two variables: one for the X position and one for the Y position. This way when you left a layout, it would retain what your X and Y are, so when you program your basic screen functions, you tell it to spawn you at the proper X or proper Y position. I would also probably have made another variable (0-3 or 1-4 depending on your style) that says which way you exited the layout. You can figure this in various ways, from the screen detectors as mentioned above, OR based on the direction your character is facing when it leaves the layout (no detectors needed, keeps from having too many objects in your game).

    So if 0 is north, and you leave the layout and you are facing Up, you would switch to whichever screen you wish to load, and since you know you were facing up, you can put your character at the bottom of the next layout, and since you also know the X coordinate you can tell it to just place him at that same X position. (Same for the left side, you know he will be on the right side of the next screen and positioned at the same Y coordinate).

    This requires your layouts to all be the same size, and if you have a different size layout then you would have to specify where you enter and exit from.

  • RamPack:

    What I was talking about is this:

    If a function is running, and it calls to display the text in the function you gave me, and part of that function activates another piece of code that also outputs text, it treats it as the same exact command, and puts both text in the same box, so it's all garbled. If you would like, I can send you my CAPX file to take a closer look.

    EDIT:

    Here you go:

    Scroll Text

    I simply updated your example and put the "spacebar" to not just display text, but to call a function that also displays text.

  • Thanks a million guys, when I finally get home and have time to myself I'll work on this more. This isn't difficult at all, just when you aren't a programmer then these things don't make too much sense right off the bat. I'll likely be back in an hour or two lol.

  • Okay this is what I was looking for lol. Didn't realize the TextBox could do that.

    My only problem is getting it to display from the bottom instead of from the top.

    Also, what games do you play where the new text is at the top and old is at the bottom? I play MMOs and Single player games quite a bit and the only time I've seen it top to bottom is with a note or text, not with system messages or chatting (no chat in mine, but same concept as a system/chat box).

  • No problem mate, happens all the time. :)

  • DUTOIT I have already seen that example and isn't what I need. TextBox was the thing I mentioned in my original post that I did not want to use because it's not customizable. You can't change the box to transparent, etc.

    RamPackWobble:

    Your example still works well, but It is still doing this thing where it only updates the _original_ SpriteText object, as if it's creating the new ones, pushing the old one up, but only changing the old one, and not putting text in the new one.

  • That method doesn't work too well. I need it to come from the bottom and push the other text upward. I'm surprised this isn't easier to do since it's such a big deal in...almost every game I've ever played. You'd think, at least with Construct 2, that someone would have made an easy plugin for something like this already.

  • Yes it works well. However, I am having trouble implementing it in my project. It keeps updating the previous text instead of applying it to the new creation. I'll message you with a link to my capx.

  • Can I see your capx file? I see your "trigger once" has sub events. It shouldn't. I would set it up like this:

    Team = 0

    -Timer <=5

    --TriggerOnce

    -Timer >=5

    --TriggerOnce

    Team = 1

    -Timer <=5

    --TriggerOnce

    -Timer >=5

    --TriggerOnce

    (PS: I'm assuming you need both conditions for less and greater than 5)

  • I have a wonderful jump start capx for platform projects. See if this might help:

    Platform Engine

    I'm personally using it to design an RPG system similar to Ultima and Elder Scrolls. It took a while to make the animation system, but it was worth it. I'm glad I was able to come back after a year and still be able to use it.

    I commented as best I could, and there are things mentioned in the comments that aren't packaged (I had once released a zip of this with other things packed with it).

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  • If you're using the platform behavior then you need to turn off default controls for the object. This way you can customize the controls how you want them to be. I find this best because you have a little more control.