TheNathanParable's Forum Posts

  • 12 posts
  • Sorry about that. I didn't think to look in the Open Topic section for the forum rules.

    I've updated the file so the underwear cannot be removed.

  • So I recently bought the full version of Construct 2, and decided to take advantage of some of the features in the full version to try and construct a basic KiSS doll.

    For those who are unfamiliar, KiSS dolls (a.k.a Kisekae dolls) are digital dress-up dolls inspired by those old paper dolls you would cut out and stick together. The trend of digital kiss dolls was popularised by the website Otaku World, which is also where you can find all the tools necessary to both create and play with digital dolls using the FKiSS (French Kiss) system.

    Anyways, I wanted to see if it was possible to create a basic KiSS doll using Construct 2, which would of course be playable anywhere (including online in a browser), so I botched one together.

    The artwork is by Namitakashi and was originally included as a sample file for a KiSS doll creation utility (found here, www2.tba.t-com.ne.jp/tail , under "PSD Sample").

    Link: dl.dropboxusercontent.com/u/12960659/Games/Construct%202/KiSS%20Doll%20Experiment/index.html

    So far i've been able to recreate some of the basic features typical of a KiSS doll:

    -Clothing that has visible fronts and backs when not worn.

    -Objects with multiple layers (shirt collar, hands and hair).

    -Snap-to when objects are close enough to the main figure.

    It requires a lot of manual setup, as well as manually applying the z-order. However, this is no different to classic KiSS dolls, which required you to manually set the z-order via code. Each article of clothing is a separate family consisting of the multiple layers (usually front and back). Each family is then pinned to a invisible collision object; it is the collision object that you click and drag, bringing all of the layered pieces with it. All of the collision objects are part of a family, so I can make them all snap to the base doll with only one event (if Family is overlapping base doll, set position to 0,0 of base doll).

    There's probably a better way of doing this, but it works for now. Of course the next step is to neaten up the events, produce my own original artwork, and include more than one complete outfit.

    EDIT: The BBcodes for website links kinda glitched, so I removed them.

    EDIT 2: Nudity has been removed from the game per the forums rules.

  • This is basically me getting to grips with Construct 2 by way of Lee Stemkoski's Breakout tutorial.

    scirra.com/arcade/addicting-example-games/11520/pretty-breakout

  • Here's a quick little experiment I did in Construct 2 (emphasis on the quick and little).

    To cut a long story short, these are assets I produced a couple of years ago for a University team project that unfortunately never reached a playable state. I decided to throw them into Construct 2 with a basic platformer behaviour to see how it'd look, and i'm really fond of the results. I really should try making something in this style again.

    [TUBE]vIlx8AbI7_o[/TUBE]

  • I actually didn't know there was an ELSE condition in Construct 2. That makes things so much easier. Thanks! :D

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  • I have a global variable called PlayState. I'm using this variable to switch between some of the various states of play.

    Now, pressing P during PlayState 1 (the main game) sets PlayState to 2, the pause screen.

    Likewise, pressing P during Playstate 2 (the pause screen) sets PlayState to 1, continuing the game.

    So I have it set up like this.

    System PlayState = 1

          Keyboard On P Pressed: System Set PlayState to 2.

    System PlayState = 2

          Keyboard On P Pressed: System Set PlayState to 1.

    However this doesn't work. It seems that both conditions end up being true within a single tick, so the game pauses and unpauses before the next frame is drawn. I know this because disabling the second condition causes the pause button to work (but of course it won't unpause).

    So how would I get this to work? I considered perhaps adding basic timer variable to force the pause screen to appear for at least a second, but I was wondering if there was a slightly neater way of fixing this.

  • Oh I see. It's just that I didn't know if it actually was a bug or a mistake on my part (turns out it was the latter), and I didn't want to seem presumptuous. ^^"

  • Fortunately I managed to fix it, so sorry for wasting your time. ^^"

    EDIT: Exactly what would the correct forum section be? I considered "How do I", but that seemed to be more for questions and tutorials on how to achieve things rather than troubleshooting.

  • I have a sprite in my project that is very large. If there is only one on the layout, I can create a second one in-game perfectly fine. But if there's more than one on the layout, suddenly the Create Object function refuses to create more even if I destroy all of them. If I want to create a smaller object however, it works.

    Is this a bug or a general limitation in Construct 2? I'm using the free version.

    EDIT: Hold the phone. I spontaneously fixed it. Apparently the problem was the fact that the additional copies (but not the original) on the layout were set to be invisible at the start of the game (so they wouldn't be seen). I guess somehow this must've confused Construct and perhaps caused all the newly created ones to be invisible too.

  • Alright, i've managed to fudge together some working fading using two objects like you said. It creates a new object, moves it underneath the original, changes the animation of the new one, and then activates the fade out of the upper one.

    It's a bit hacky, but it works for what I need. Thanks for the help. :)

  • But wouldn't that cause the sprite to fade out (as in, become completely transparent) before fading in again?

    I was hoping for the images to actually fade into each other, like a typical fade transition.

  • I have a sprite that has about five single frame animations, each one showing a character with a different facial expression.

    I can switch between these perfectly fine in the event editor, but I was wondering if it was possible to get these to fade into each other rather than just instantly switch? Is there a way to fade between animations?

  • 12 posts