Yann's Forum Posts

  • Weishaupt > not choose, more what kyat said (:

    Sheep > still need more information, what kind of gameplay, how would you use these rooms, Even without the randomness, how do you create these room? We have to see the big picture to give you an usable answer.

  • Well my ears are ringing

    Kabu:

    First, I don't think that importing external text from files is really your biggest problem.

    I went to read the wikipedia page on Alpha Protocol. I think you'll have a lot of work to find a good reusable associative syntaxe.

    With only 2min of thought, I think your character could have some parameters like "charisma, sensibility, coldness, etc" and each answer could add some point on these parameter and some dialog pieces could be locked or unlocked depending on these parameters.

    You could have a list of interlocutor dialogs for the whole game with a syntaxe like :

    ID_DIALOG [range or charisma, range of sensibility, range of coldness] "actual dialog" ID_ANSWER[/code:1qwst2bf]
    example :[code:1qwst2bf]120 [0-20,20-50,50-100]  "Er.. What do you want?" 241
    120 [0-30,60-80,0-5] "Don't look at me like that!" 242 
    120 [50-100,0-50,0-10] "I.. oh you are right" -1
    120 [0-100,0-100,0-100] "yes?" 244[/code:1qwst2bf](note the 0-100 range for the 3 values makes it the default dialog and -1 would mean no possible answer)
    
    And your possible answer
    [code:1qwst2bf]ID_ANSWER [tonality] [charisma,sensibility,coldness] "actual answer" ID_DIALOG[/code:1qwst2bf]
    example:[code:1qwst2bf]241 [gentle] [+1,+2,-2] "Oh don't worry, I just wanted to see if you were fine" 121
    241 [cold] [-1,-3,+2] "Nothing" 122
    241 [smart] [+2,-2,+1] "Do you have something to hide?" -1[/code:1qwst2bf](note -1 would mean end of dialog)
    
    So following this example, if you are an insensible bastard, when you reach the moment of the game when you trigger the dialog with ID 120, you will be asked
    "Er.. What do you want?"
    Then you'll be able to choose either gentle, cold or smart tone, if you choose cold (as the insensible bastard you are) you'll trigger the answer
    "Nothing" you will lose 1 point of charisma, 3 point of sensibility and earn 2 point of coldness.
    And then trigger the dialog ID 122
    etc
    
    Basically if you do that the external file way, you'll have 2 file, one for dialog and one for answers, you'll load them on start of layout and fill a 2 dimensionnal Array 
    By parsing the whole string (like tokenat(dialog,index,newline))
    
    for our example it would be
    Dialog(120,0) = [0-20,20-50,50-100] "Er.. What do you want?" 241
    Dialog(120,1) = [0-30,60-80,0-5] "Don't look at me like that!" 242 
    Dialog(120,2) = [50-100,0-50,0-10] "I.. oh you are right" -1
    Dialog(120,3) = [0-100,0-100,0-100] "yes?"
    
    And
    Answer(241,0) = [gentle] [+1,+2,-2] "Oh don't worry, I just wanted to see if you were fine" 121
    Answer(241,1) = [cold] [-1,-3,+2] "Nothing" 122
    Answer(242,2) = [smart] [+2,-2,+1] "Do you have something to hide?" -1
    
    After that it's just a matter of calling the dialog, parsing the first part of the string to see what match the parameters of your player (might have to be more exclusive than what I did) and then displaying the corresponding sentence.
    And using the end of the string for possible answers. etc.
    
    So for my test on string loading it's right here :
    [url=https://app.box.com/s/qpdy973ve55vcpeese7fbn2bsxwmrdue]capx[/url]
    
    But remember, it won't work on preview since js can only call stuff from the same domain, and on preview you are in localhost and the txt file is on dropbox.com.
    
    That's all
  • If a page is just a single sprite, Changing one page is easier than an entire animation per pages.

  • o_o

  • "not standing on something" is achieved by the consequence of gravity. So it's not an issue.

    But the "nothing supports it from sides" is harder to figure out.

    You could check if there's another box on the side, but you might end up with really unrealistic behavior (like two boxes hanging in the air side by side)

    Maybe you could have the floor as a root, and transmit a boolean from bottom to top to check if something is supported... hmmm I'll think about it.

  • if I understand correctly, you want the 'A' shape of your building to stay like that until you blow it up ?

    and even recognize shapes that are "viable" automatically?

  • Hear ya go

    wheee.capx

  • Oh makes me think about this game creative-patterns.com/2011/06/10/quadsmash-est-disponible

    Also... you can play Simon to wait... It can take a while

  • need the capx

    always need it, it provides feedback

  • Like a basic drag&drop but you have to set the animation frame according to the position of the mouse (:

  • Create 3 different events for each collision check

    You'll just have to copy the same action on the three

  • dropbox \o/

  • yep I meant exactly animated frames

    stretch is what id done when you set width and/or height to values that aren't the original imagesize of the sprite

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  • let me know if that worked :D... I didn't test that, just wrote as it came on the little quick reply thingy and then edit a bit.