roracle's Forum Posts

  • I would section it off. For starters to test it, I would use some semi-transparent overlays that are invisible in runtime to test out how to do it. I did this a long while back in Multimedia Fusion 2, but that was a long time ago.

    A good practice, however, would be to keep your rooms on an even grid. You want a camera object that NEVER goes outside the DEFINED area your character is in, that way you can get to the side of the "grid space" without the camera going over to another "grid space".

    I'm at work right now, myself, but I'm sure I could get an example of this at some point later on.

  • Thank you very much, I know where to go from here. Thank you

  • I don't know if it's because of a C2 update along the way, but now my player character cannot move at all on the overworld screen. Please someone, help me out! I haven't changed a thing in my code since I got everything working ages ago. Last time I really worked on this project was about three or four months ago, was adding levels. I haven't touched the code because it's always worked, and now when I get to the overworld everything doesn't work anymore!

    (Yes, this is a Zelda 2 clone, and no I do not intend on keeping it as such. It's merely a base engine for a future game, and people are welcome to use the code presented here as a starting point for anything they want to do...provided it actually works lol)

    http://www.mediafire.com/file/t0gl5x4cuqd908i/zelda2upload.capx

  • I'm very new to working with this whole text thing. I've used SpriteFont before to do intros and HUD stuff, but this is a little more complicated already.

    I think the best option would be if I could see an example of "talking" to two different "npc" objects, each saying their own thing and can be talked to separately and in any order the player chooses. That would make things a little easier. :3

  • I was going to say, just replace all DestText.Text with SpriteFont.Text (and DestText object's actions with SpriteFont object's actions) and it should work fine, but again, I'm not familiar with SF+, sorry.

    Can you describe exactly what part isn't working and maybe I can think of a workaround? Is the text not showing up at all? Do the inputs not work? Can you screenshot your events?

    As I said, I accidentally had it set to invisible, but I do have another issue that I'm not sure how to get around, and maybe it's the way I'm doing it.

    Should each dialogue be in it's own text file, or could every line of text in the game be in the same file? If all in the same file, how do I tell it when to stop displaying the text?

  • No no, I'm just a moron and had it invisible lol. No problems.

  • Okay, it works with regular SpriteFont but not with SF+? They have the exact same options and operators etc...?

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  • Okay for some reason now that I've got this the way I want, I tried experimenting using SpriteFont+. It worked in the original example as I said, but it's no longer working with this method.

    It should be noted that any self respecting RPG game designer would never use system fonts but instead opt for a more custom font. Could you possibly show an example of this working in SpriteFont+ at all?

  • Final question here: for "tokenat" can I specify which line it's going to?

  • dropbox.com/s/a9vurmgzjurgxt9/textexample.PNG

    There are several ways to handle the text - I've used a simple .txt file with line breaks, and the tokenat expression with newline to break them up. You can use XML as well, or even a spreadsheet .csv and import it into an array.

    Also this one instantly completes the current line when hitting space, but let me know if you have trouble modifying it to speed up the rate of display.

    EDIT: Here is the one for speeding up - https://www.dropbox.com/s/941g2c2dkjujc ... 2.PNG?dl=0

    Your edit was perfect! Exactly what I've been trying to figure out! Thanks a million!

  • dropbox.com/s/av6kbtg32idgj7u/typewriterprogression.capx

    While I don't know how spritefont+ works, this should give you an idea for how to continue.

    I highly recommend using a project file to handle your text like I have done - load it in with AJAX. Working with significant amounts of text within C2 is a pretty miserable experience.

    Do you have this in stable release format? I've run into so many issues using Beta builds versions of C2 that I like to stick with Stable builds. Sorry for the inconvenience.

  • dropbox.com/s/av6kbtg32idgj7u/typewriterprogression.capx

    While I don't know how spritefont+ works, this should give you an idea for how to continue.

    I highly recommend using a project file to handle your text like I have done - load it in with AJAX. Working with significant amounts of text within C2 is a pretty miserable experience.

    Sprite font plus works just like sprite font.

    I'm on my way to bed but I'll check out your example when I wake up.

  • I might have a couple examples for you, but how are you actually loading the text? As in, if not from internal system actions (i.e, "set text"), such as a dictionary, .txt file, or array.

    I don't have a method yet because I was playing with my options. I suppose I should have also asked about best practices as well. I'm doing a big project that will have a lot of text which is already typed up and ready for production, but I'm just not sure what the best method would be.

  • I have accomplished getting the text working via Ashley's example, but using SpriteFont+ instead:

    https://www.scirra.com/forum/typewriter-text-effect_t63552

    The question is, how do I "RPG" this method? IE: How do I load text within the SpriteFont+ box, wait for user input, then continue the text? This would require a "hold button to scroll faster" and a "hold button doesn't continue text, only pressing when text is ready to scroll on" condition. Is there an example of this in action?

    To get a better understanding of what I'm talking about, play any RPG ever.

    I do have a few ideas on how to do it, but it would require multiple texts. I'm sure I could also set the text in the code itself instead of calling on pre-defined text, but I'm not sure that would be the best way to go about this.

    If anyone has an idea or maybe a forum post I haven't found, please let me know!

  • For posterity: I re-saved as a project folder and erased useless code and sprites just to be sure, and it's working now.