zero50's Forum Posts

  • 9 posts
  • Thanks guys that's really awesome...

    I don't really understand how you did these so neatly but at least now i have something to study!

    Thanks again!

    EDIT-

    Hmm, I seem to have difficulty understanding what's going on...

    Could you comment this project or maybe make a tutorial?

    I think it would be helpful for others too.

  • Katala

    Could you please make me a small capx with an example of what you are suggesting?

    It would really help me understand better! thanks!

    mrcgkh

    Thanks for the example even though it's different than I had in mind I might be able to modify it to suit my needs...

    I really want to see Katala's suggestion in action though!

    Thanks for the help guys!

  • Yes, but how I can I make a list scrollable?

  • Really?

    I can't seem to find one, all I see are in the drag n' drop style with grids...

    Is there one that makes a list?

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  • Hello!

    I'm trying to make an RPG system In Construct 2 for practice.

    I want to make a menu where the player can see the items he has and their quantities in a list.

    Here is an example-

    http://fc04.deviantart.net/fs71/f/2012/ ... 5m9dhj.png

    What would be the most efficient way to approach this?

    I'm good with variables and booleans, but anything more than that might be too much for me...

    Is something like this possible to make?

  • Well, I can't open the file because I'm using an older version (Does Construct auto-update by the way?) but I'll check it out as soon as I can.

    I've thought of a way of managing this but it feels a bit weird.

    I've made a variable called "TargetingMode" and set it to 0 (Off).

    When the player presses the A button on attack, the variable changes to 1(on).

    Before that, I've added a wait action of 0.4...So it waits a bit before enabling it.

    It now works, but feels kind of strange.Also if you press S (cancel) and A (accept) quickly sometimes

    it will act like before...

    I think I understand what you are saying...I'll have to look at the capx though...

    Oh, I forgot here is a link to my capx

    (I have the character's sprite to flip as a way to know when the action is activated.

    https:// u3mzy2a/ TurnBasedBattleSystemDemo.capx

    (Remove the blank spaces)

    EDIT-

    Ok I had made a silly mistake on the previous capx file!

    It works good now. I've managed to solve it using the wait command...

    It still feels a bit weird but maybe it's just me!

  • Well, I've tried using trigger once but it's still the same.

    How can I upload the capx?

  • Hello,I see, I'll try your suggestion!

    Well, I 've made some other smaller games to get the hang of thr engine, one of them is really good

    and I'm thinking of adding in app purchases and releasing it.

    I've also have a lot of experience with events from using RPG Maker for 10 years...hehe!

    The thing I don't know is to use any kind of real programming...

  • Hello, this is my first post in this wonderful community.

    I'm a musician trying to get into game design.

    I don't know how to code but I'm good with game logic.

    My favourite game genre is RPG, so I've started to make an RPG battle system in Construct for practice

    (and who knows, might use it someday)

    The system will be similar to Final Fantasy I and II (Turn Based).

    I've started this project two days ago, and it's amazing how far it has come in such a short time.

    I've got many things to tackle yet but for now I seem to have a very silly problem...

    Well, when the battle starts, the game makes a window that holds the first battler's command information.

    The player can select the command they want using the UP and DOWN keys on the keyboard (a cursor moves indicating the command),

    Here is what normally needs to happen...

    when you select a command, let's say "Attack",

    the cursor moves to the enemy's graphic on the battlefield, and a window appears, with the name of the enemy on it. If the player presses A again, they have selected Partymember_1's action (If there are more party members they will have to select actions for them too if not, command phase has ended, and action phase begins).

    While I have managed to make all the above stuff, something weird happens with the input.

    The player doesn't have the time to press A to select a target, because the A key is pressed before...

    I don't know how to explain this better...It's quite tricky...

    The player is suppossed to press A twice, once to select "Attack" and twice to select the enemy they want to

    attack.

    But because the player pressed A to select attack, and the event condition is [When cursor is overlapping enemy1 and the A key is pressed] the game selects the target on its own...

    So, is there a way to disable the keyboard just for a moment?

    Maybe there is another solution I can't think of?

    Any help would be welcome.

    Thanks!

  • 9 posts