VenomousWoe's Forum Posts

  • 3 posts
  • Thanks for the tips, Jayjay. Thanks to you guys, I've got a branching menu now. It's not perfect or complete, but I do have it thanks to the use of an INI file and a global variable. And I didn't have to do multiple layouts!

    Thanks for all your help, guys. I'll be sure to come back if I have any other questions.

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  • Thanks Bartosh!

    I think I might need that elaboration though, as I'm not sure how to use ANY of those objects. I'll keep plugging away and looking at the forums, but I'm not sure how far it's going to get me.

    Thank you very much for your help, though.

  • Hello! I'm Venomous Woe, and I'm new here. Pleased to meet you!

    I'm designing a game using Construct Classic, and I'm running into a bit of trouble. See, the game is basically a 2D,top down, twin stick version of Wing Commander Privateer, and one of the functions I want to implement are space stations where the player can buy ships, receive quests, and save their game. What I'm stuck on is how to create the menu system.

    See, I want the menu system to present four main options when the player comes in contact with the station: Buy Ships, Talk, Trade, and Save Game. From there I want to implement additional options. Here's an example of what I'm talking about (names are tentative and subject to change):

    Root Menu -> Buy Ship -> Viper-class (2000 credits)

                          Scythe-class (5000 credits)

                          Doberman-class (15000 credits)

                  Talk -> Andrew Veers

                          Emily Free

                          Donald Stone -> (Quest Line)

                          Vagabond

                  Trade -> Buy -> (List of commodities)

                          Sell -> (List of possessions)

                  Save Game -> (List of save slots)

    Any how I can implement this? Thanks! Having a lot of fun with Construct so far!

  • 3 posts