thomasmahler's Forum Posts

  • Should be more specific on this:

    Basically, I want to setup a dialogue system in which the player advances the timeline periods by pressing any button. And the problem right now is that the player jumps when pressing jump during the dialogue sequence because the 'during timeline' event has a slight hickup when switching between periods.

    i tried quite a lot already, like setting a private variable while a timeline is playing, but the problem is that there's a downtime between each period, where the 'while timeline is playing' doesn't apply anymore, so even if I set jump strength to 0 during the timeline the player will still jump if he presses jump while the timeline is playing because the timeline object will switch between periods and lose its value.

    So it's set-up like this:

    While Timeline Dialogue is playing:

    Set PV 'Cutscene' to 1

    If PV 'Cutscene' is 1 - Ignore input / set jump strength to 0

    When timeline ends - Set PV 'Cutscene' to 0.

    Doesn't really work though. I tried other stuff, like activating and deactivating the platform behavior and changing the event from 'while timeline is playing' to 'if dialogue text box is active' and stuff like that - but I haven't really found a cool way of disabling the jumping during a cutscene sequence.

  • Hm, would you like some bread to your whine?

  • Being able to temporarily disable controls through the system object would be super helpful.

  • Not sure if I understand this...

    What I wanna do is:

    Timeline Object:

    On Period Talk begin: Set private variable 'Cutscene' to 1

    On Period Talk end: Set private variable 'Cutscene' to 0

    It seems like Construct doesn't trigger the latter event. Is this a bug?

    I'm not sure, cause I never fully understood how the timeline object worked.

  • What I ended up doing was using platform movement on enemies while deactivating their input at the start of the layout and driving them through events. That way I still have access to all the built in gravity stuff and still have control over them.

  • This would actually be very cool. A gravity behavior that has the same controls as the gravity in the platform behavior, but something that could be applied to any object with any behavior. So you want to have a bullet that's gravity-based? Throw a bullet behavior on your object and add a Gravity Behavior on top of it.

    Custom Controls and Gravity? No problem.

    Right now, I don't quite see how you'd get those things without a separate gravity behavior.

  • Way to go, dude, this is sweet stuff.

  • I'm not sure that that helps - I want to define an action in the exact moment when I release a button.

  • Either I don't quite get it or it'd make a lot of sense to add this condition to Construct. There is a 'on control pressed' condition, but no 'on control released condition. Curiously, there's both a 'on key pressed' and a 'on key released' condition.

    For example, I'm currently working on a charge beam thingy, so if you hold the button you add a value to a pv, if you release the button the player fires and the clamped value sets itself back to 0.

    So, what would be the quickest way to set this up without having a 'on control released' condition?

  • Why don't you just apply the effect to the layer and hide the layer? That'll do.

  • I think that's a good idea. Though the highScore shouldn't be limited to only 10 entries and it'd be cool if the online stuff would be implemented as well - so that we'd only have to set-up a server and the highScore thingy would upload the score.

  • This is good stuff and should be native in Construct.

  • Awesome effect, thanks!

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • http://www.gametrailers.com/video/gdc-1 ... mments_top

    How is this game not featured on every ******* site out there?

    What the **** gaming journalists. Animation and Control wise, this is an incredible achievement. Nice use of the silhouette style and animations that bring a tear to my eye.

  • Alrighty - the way I see it right now we're only able to paste individual objects into canvas objects, right?

    It'd be awesome if we could simply paste a whole layer into a canvas object. Imagine a multiplayer game where player1 is on layer1 and player2 is on layer2. Then you split the screen with 2 canvas objects and paste layer1 into the left canvas and layer2 into the right canvas, done.