Vati-nyan's Forum Posts

  • Thank you, the changes are very useful. I should be able to learn something from this (I hope!).

    2. Not sure why you're using both the ini and hashtable, so I removed the ini file and kept the hashtable.

    That was attempt at including a pre-made text list of items and then loading them into the hashtable. I guess that wasn't working so well, and that:

    6. Unfortunately, you have to insert keys before you can add to them. So, you could either insert them all at the start of the level, or you could insert them before you add to them. In my example, I just put the insert "sword" with 0, before I added it, this way it creates it then adds to it if it didn't exist (the "insert key" thing is ignored if the key already exists).

    Having an event that creates a bucketfull of hashtable keys when the game starts isn't going to slow down the game too much, is it? From then on I guess the game will just load the information from what is saved. That looks useful.

  • I�d like to 2nd the visual array editor � it would make it so much easier to keep track of what you are doing.

    Maybe something similar for hashtables. I was thinking something alike the �edit private variables� window, where you could get a list of keys and their values.

    What can I say, I like lists�

  • Hi all

    I have a question regarding hashtables. I have been working on trying to create a simple inventory for my game, and for that I have looked through the different topics and caps related to this. Unfortunately they didn't completely solve my problem...

    Instead of showing the items as sprites in my inventory, I want a list with item names and amount held. For this I was planning to use a hashtable. But how do I use the "Load from file" feature when creating the hashtable? I have tried loading an INI file and making the hashtable from that, but it gives me trouble regarding values. (It keeps saying "0" even when I pick up items.)

    Creating keys on the fly when picking up items works, but I'd like to be able to somehow open the hashtable list somewhere so I can manage inventory more easily, or I fear I will loose track of what I am doing.

    How do I make the text show a list of all keys with a value above 0? I tried using the "NewLine" command, but the text still only shows the final name on the list.

    Showing the cap would probably be the easiest, so here is my embarrassing example:

    http://www.mediafire.com/?j1im58d0v310727

    Thanks, I hope I'll be able to understand all these things better one day.

  • What a great little gem - it looks great, is fun to play, and the atmosphere is right up my alley. That, and Talbot is so cute!

  • So I'll be annoying and repeat/ask...

    Is it really impossible to use a big picture as background without harming performance? I know I once tried it in RPGVX where I inserted it as a parallax background.

    Although I admit that the example newt posted is impressive (I might consider that solution for some things), what do you do if you want a background like this:

    <img src="http://www.brainygamer.com/photos/uncategorized/2007/12/28/odinsphere34.jpg">

    ?

    What if such backgrounds are reserved for smaller layouts, like rooms or small caverns, and then tiles are used for larger layouts?

    I guess I could just try it out, but it is still early in my project, so I'd rather not harm it from the get-go (in case the performance isn't harmed until a lot of objects gets thrown on top. In that case it would suck to spend so much time on getting painted backgrounds...)

    So I'll double-check with the experts instead.

  • Just wanted to say that your tutorials are very useful! I learned a lot of interesting stuff while going through them.

    In the last part you also included an Array Helper - looks really practical, except I can't really get it to work? Even though I change the items.txt file, nothing gets loaded into the program. So if I try to create a new array_items.dat, it just gets filled with 0's.

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  • I think I saw something like what you want the other day when looking through the starmap cap.

    Put the object creation inside an event group. Have a variable for the objects you want to create. Timer equals 140 = activate group.

    Upon creation:

    add +1 to that variable.

    Then: is variable great or equal to 1 = disable the creation group.

    (Not a very graphic example, but I hope you know what I mean. Otherwise try looking into the cap I mentioned).

  • This may not be useful for you any more since it looks like you decided on an rpg-ish genre, but if you're still thinking about doing a story game with lots of text and choices, there is this nifty program for it:

    http://www.renpy.org/wiki/renpy/Home_Page

    It is also pretty flexible for adding certain kinds of gameplay, but if you want a lot of that, it's probably easier to go elsewhere.

  • >

    > And how long does it take you to do something like this drawing, lineart plus color?

    >

    I think 3 days for the pencil in spare time, and color quite fast, in two ours maybe.

    It is much faster if you have quite finished/detailed pencil.

    Two hours!? Whoa, colouring is always what takes me the longest. I really need to improve my speed...

    That picture looks really impressive