Twyzer's Forum Posts

  • I found several text adventure maker sites, none of which had a way to make a desktop app out of them. I'm not really a coder so I'm not interested in apps involving coding. If you happen to know an interactive fiction builder which is easy to use, supports whatever fonts I have and can be exported to a desktop app then I'm interested. I chose Construct 2 because I've used it for other projects and it has the best option so far for these points.

    Also, couldn't find an option to press enter (or access new line an other way) in the text object.

  • Hello,

    I started making a text adventure with a console style font. I use the text object for the story and the textbox object as the input box at the moment. I'll use a typewriter effect to print the text. I would like the typewriter cursor to jump two lines down when finishes printing the story and wait there, blinking. So I can write without using the mouse and choosing the textbox manually.

    It would also be nice if I could do this all in the text object, since the text in the textbox doesn't scale when I change the layout/window size. I don't know how is this possible since I'm not sure if there is any way to turn the text object into an input box. Should I bind all the letters/numbers to their keyboard buttons and let the text object just print the letter I press via the keyboard input?

    Is there an easy way? I'm making a keyboard-only game.

    P.S.: I'm also looking for a way to scroll up the text if reaching the bottom of the layout like in DOS.

  • I heard it might do the trick and I used it also some years ago. We'll see if it helps here. Thank you!

  • The problem is that I don't have an "icons" folder in my Construct 2\exporters\html5 folder.

  • I develop a game for windows desktop using the node webkit for export. Is there any way to change the default webkit icon to the one I created? I'd like to change both 3 icons: the icon of the exe file, the icon that appears on my taskbar and also the icon that's on the window of the game.

  • Only problem is, when I export the project to desktop, it won't open in a 1280*720 window in default but rather in the project's low resolution. Any idea?

  • Oh, hell yeah!

    Thanks for the tip, I solved with a single line:

    System: On start of layout > System: Set layout scale to 0.133333333

    (0.133333333 is 256/1920)

    Also, solved the window scale problem:

    System: On start of layout > System: Set canvas size to 1280*720

  • Hello there!

    I'm making a highly pixelated title with resolution 256*144 throughout the main layouts. I have some 1920*1080 layouts (for example the studio logo before the game) to keep them sharp even in fullscreen. I'm not sure how do I achieve it. My project resolution is 256*144. Should I increase my project resolution to 1080p and upscale somehow the layouts to keep them sharp?

    Another problem I'm having is that I want to have the default window at 1280*720 independently of my layout resolutions. Is that possible?

  • Thanks a lot! I never noticed that button.

  • Hello there!

    I've been browsing the forums for a while and found some examples, but can't really find an explanation on how ramps/slopes work. I tried making one by importing a sprite that looked something like a ramp and giving it solid behavior but that made the whole sprite solid, not just the visible part. So my question is, how do ramps work and how do I set up a really basic one?

  • Seems to work this way.

    <img src="https://lh6.googleusercontent.com/-j6k_0wWfW00/Unlrt1P7FKI/AAAAAAAANlw/JkJpzWUA8RY/w552-h70-no/main_menu_events_2.PNG" border="0" />

  • Finally found the problem. I had three of this event, obviously for all three menu items to step to the next upon pressing the down key. When I removed the last two it worked well. When I removed only the last event (which supposed to jump from the third to the first button upon pressing the key) and ran the program it jumped instantly to the last menu button thus skipping the middle.

    I think the source of the problem might be that the program runs the events instantly and jumps through all the menu items on one single press.

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  • Sorry, I cannot post links yet.

  • Yes it does.

  • Hello guys,

    I came to a problem that I thought would be one of the easiest things. I have a menu. It consists of a background sprite on a locked background layer and an other sprite with 3 frames, each has one of the menu buttons highlighted. This sprite is on the top layer. I would like to make it work like this: when I press the down button, it jumps to the next frame on the sprite with the button highlights, when I press the up button it jumps to the previous.

    It doesn't work. I use events like on the picture below. My background sprite is animated, but the one that has the highlighted menu button frames is not. I've added the keyboard to the project. I thought the problem could be because I haven't set which animation to choose, but that sprite only has one.

    <img src="https://lh3.googleusercontent.com/-Gd4TTmG8QYA/UnlP7-lO4HI/AAAAAAAANlc/ok_MZYbI4jI/w549-h65-no/main_menu_events.PNG" border="0" />