Vati-nyan's Forum Posts

  • As someone who uses Rpgmaker (and finishes commercial games in it) and dreams of more flexibility in some areas (like the menus, oh dear the menus), I'd be all for Construct going for that market and offering some more options.

    There is definitely something to say for having an engine that truly doesn't require you to learn programming, but still also doesn't have you start entirely from scratch. The community surrounding plugins you can just stuff in there and go with is great.

    If I had as easy an entrance into starting a turnbased rpg here as I have with Rpgmaker, I would leap at the chance to try it out.

    (Rpgmaker also has the advantage of being a one-time purchase instead of a subscription, but I suppose that is a different topic...)

  • Thanks a lot! After messing about with some other minor stuff that got in my way, I tried doing that, and it works just as I wanted it to :) That helped a lot.

  • I am already using his plugins, and I've been able to fetch data nicely from them so far. Maybe I just made my example look wrong.

    My problem is that rather than enter "5" from that cell into the array (I can do taht with what you wrote) I want to enter "5" the number of times the designated cell tells it to. In this case, I want 2 "5"s in the array, and 4 "6"s for instance.

    I'm not sure how to tell it to do that.

  • I'm making a game using decks of cards, and trying to figure out the most effective way to handle the cards for each "deck". I'm still learning as I go. So, short story long, to explain why I'd need this in the first place (and in case the whole thing is bonkers to start with,a nd you have a much simpler way to do it all):

    I've been using the general idea of this video for making and shuffling a deck using arrays and animation frames, which works great: youtu.be/vmkwx70_5a8

    In this game though, the deck of cards that the player plays against has different cards in it for each level. I've tried to think of a few ways on how to manage this and how to tell the game which cards to use and shuffle, but as mentioned I'm unsure if I'm doing it effectively, and would love your thoughts on it - maybe I'm making it a lot worse than it could be.

    So far I've made a CSV file using Rex's CSV plugin that holds each card and the info for it (a name and a number stat for instance, to keep it simple.)

    I've then made a sprite on the game screen, with an animation frame for every single card in the game. The shuffled array from the video above will then tell the sprite which card to show. Works like a charm so far, with the one simple stack of cards I've made for testing. But eventually I'll need it to be able to use more than one deck of cards.

    TL;DR:

    For this, I hope to use the CSV to tell the deck Array which frame numbers to include before shuffling. ( fx. 1, 1, 3, 5, 5, 6, 6, 6, 6 instead of just 1-6).

    For instance: In deck1, there should be two 5s added to the array. I'm just still stumped on how this would work in code, though, if it's possible to do it this way.

    So here is the question, finally: How would I best tell the array to add the designated amount of numbers from the CSV above? (Add number in "5" x the number in "5","deck1" somehow?)

  • Nice work and grats on finishing with the 100 events

  • Ah I see I'd personally love to see features like skip and autoplay included, but I can understand why you might want to hold back.

    Still, great work so far!

  • The optional stuff that doesn't fit into the 100 events - do you still plan on doing those as an extra afterwards, or are you going to stop entirely at 100?

  • Loving the history feature! Looks very sleek

  • I was pointed here by Rex - this looks very interesting!

    For someone who'd love to be able to take advantage of what other things C2 can do, I've been looking into the possibilities of making a VN with it for a while. I'll definitely be following this

    I'll try what has been accomplished so far and let you know if something comes to mind!

  • Oh, I'll take a look at that when I get back home

    Wil it be possible to do those last features with this as well, the rollback and log functions?

  • If there is something that would make Construct2 complete for me, then it would be a plugin that makes text-heavy narratives like those in visual novels easier to create.

    Something that can: easily fetch the script from a text document to display on the screen (maybe from a hash table or such, to show both the lines and name of the speaker? Not sure what is best atm), keep track of already seen text for use in functions like rollback/log (for those who click one time too many and miss some text), and the ability to skip or fast-forward through already seen text.

    So far I haven't seen any easy way to create the last two effects, unless I've missed something recently. I think a plugin for something like this would be immensely useful for anyone wanting to include text-based story bits in their games. One can always hope?

  • I might try the thing with having two different families with the same objects, yes! Will see if that does the trick.

  • Is there any way to change or replace references to families during runtime?

    For example I have two families of sprites. During the whole of the code, it is set up so the player controls 1 of the families, with events like these:

    Click "Family1" -> stuff happens.

    But then I want to change it around so all these interactions can happen with "Family2" instead, depending on player choice while the game is running. Is there a somewhat easy way to do that, maybe by have it changing according to a global variable that says player is either "family1" or "family2"?

    So far it seems there is no way to either exchange family names, or even change the contents of a family, while the game is running. So is there some other workaround?

    So far all I can think of is making an identical set of code for each family, but that would be huge and complicated, not to speak of making sure they are always the same whenever I got to change something in one of them.

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  • That is a wonderfully simple idea compared to what I was thinking and confusing myself with. I'll try just that! Thanks

  • Has anyone done a turnbased game where there are more than two players, and how do you keep track of it, going through the turns and handling their states?

    So far in my game everything works fine with just two players - human player and pc opponent, each kept check off with their units in two families called "Player" and "Enemy", with many of their stats taken care of in family variables. So the whole combat code works pretty much on "clicked Enemy family yes/no", "your turn yes/no", "Player gold/Enemy gold" etc. But there is planned to hopefully be a total of four "factions" in the game.

    Including more than one family of units and having the game switch between player 1-4 in turns, with the changes between who are now player/enemy/ally, seems to complicate things a bit. So before I throw myself into confused spaghetti code...

    Any tips from anyone who tried to do this, on how to approach it? All the examples I find are just with two very simple players. Maybe something with arrays?