NedSanders's Recent Forum Activity

  • But supporting this function will also face a problem, the lines will become confusing.

    I work with in-house tool to build branching dialogue and we minimise this issue with a 'link to' node - a simple node that, upon entered, immediately redirects to another, somewhere else in the flow.

  • Hi! I'm using Arrays to randomly generate planets in a solar system.

    Essentially, it's just a For Each loop that goes through each planet and randomly picks from traits stored in an Array. It'll start by picking the planet type (Ice Planet, Desert Planet, Etc.), then move onto how resource rich it is (Barren, Moderate, Abundant, etc.) and so and so on. To make certain traits more rare, all I've done is added more of the same options to the column (i.e. 'Super-Abundant' appears only once, so the chances of it being picked at random are lower).

    It's great fun but very simple and I'd like to be able to affect the probability of outcomes based on previous selections. For example, if it's a Desert Planet, I want the chances of it being resource rich to decrease. If it's has abundant resources, I want it to be more likely to be habited - or for the society to be more wealthy, etc.

    It's an interesting challenge and I'm not sure I know what the cleanest solution is. I'd love to hear how others would approach this and how you might solve it.

  • construct.net/en/game-assets/addons/minimap-1560

    I've been trying to implement a minimap into my game for some time and have been struggling with it. I noticed this addon and it caught my attention but I'm hesitant for two reasons: a) the asking price seems a bit ridiculous and b) I've looked through a few of these peoples' addons and most of them seem to offer functionality (for a similar price) that could easily be achieved in vanilla Construct.

    So, in your opinion, is the minimap plugin worth it or should I save my money and try to figure it out myself?

    Tagged:

  • I'm loving the flowchart feature. A few people have pointed out the inability to loop nodes back on each other and I'd just reiterate this - for dialogue trees, behaviour trees, etc. this is a pretty critical functionality. I've played around with workarounds but they're clunky and not really sustainable. Is it safe to assume this is in the works?

    Additional question: Is it possible to have multiple tags per node? It doesn't appear so but I may be missing something.

  • > would a possible solution be to restrict this to just being able to trigger Functions in nodes?

    I think that is already possible with 'On tagged node change' in the Flowchart Controller object. Give the node a unique tag, and then that trigger fires when the node is reached, where you can then place any special logic for it. (Correct me if I'm wrong @DiegoM)

    Ah, thanks for the clarification. The Flowchart feature is bugged for me so I haven't been able to try it out without a crash - I'm just going off what others are reporting.

  • On the seemingly controversial topic of enacting logic within nodes, would a possible solution be to restrict this to just being able to trigger Functions in nodes? That way, all logic can sit in the Event Sheet and the nodes would just reference it, instead of creating 'pseudo event sheets' or resulting in the flowcharts competing with Event logic (which I fully agree is something to be avoided).

    Interested to hear your thoughts on this, DiegoM?

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  • I put together a rough json-based dialogue system that uses chatmapper exports a while back. I gave up around the time it came to implement complex condition handling. I did manage to get basic logic down (check condition, hide/show option, etc.) but it quickly became clear that what I wanted was possible but would take a hell of a lot of work to get running.

    I plan to use a more stripped down version to handle basic dialogue but sadly I think the Disco Elysium style deep dialogue system I dreamed up will have to wait. Ashley has made it pretty clear that a built-in dialogue system is way beyond scope and I think it would be one hell of an undertaking to rustle up a plug-in for this purpose. But like I say, not impossible. The moment someone does, they have my download.

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  • "Mesh distortion" - you can see it clearly in this example.

    Thanks - I had a look but it seemed more complex than what I needed. I think I may have falsely assumed that simply setting the position of a mesh point with the set mesh point function was a simple thing to do.

    I'll try to break it down and see how easily I can replicate in my project.

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  • Mesh points are relative to the position, angle and size of the object. That can be useful or inconvenient depending on what you want to do.

    If the sprite isn’t rotated then this should work to get an x,y position on the layout converted to a mesh point location.

    MeshX = (x-sprite.x)/sprite.width

    MeshY = (y-sprite.y)/sprite.height

    Much appreciated? What if it is rotated?

    What I'm trying to do is create a sort of cursor made up of a circle that follows the mouse and a kind of beam that is fixed to the player but has it's width set to the distance between them and the cursor, which it is always pointed towards. I thought it would be nice to use meshes to ensure that the end corners of the beam are always set to the height of the cursor. (apologies if the explanation doesn't make sense)

    Is this not possible since the beam will almost always be rotated?

  • Hello!

    I'm trying to something frustratingly simple: set the x and y coordinates of a mesh point for a sprite. To try and test this, I've set up a square sprite with a 2x2 mesh grid and I want one of the points to be set to the mouse position. However, I'm not able to do this without the mesh point going infinitely off the screen. Is it possible to simply set the position of a mesh point? I feel like this should be possible. What am I doing wrong?

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NedSanders

Member since 31 May, 2022

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