General J's Recent Forum Activity

  • With the way my game handles enemies and enemy spawning, as well as how I want certain variables to reset and some to not reset when the player dies- it feels so much easier to have a Save/Load system under a "checkpoint" save file and load that.

    Initial testing shows everything working exactly as intended. I wouldn't mind the Audio music track to play continually through resets instead of going back to the initial point when the checkpoint was saved, but that's fine if it can't be fixed.

    Will this have any negative impact on performance or something else that I'm just not seeing right now?

  • That's exactly what fixed it! Thanks!

  • I have a dialogue system that has two states. Either "WaitForInput" = 0, or 1.

    Meaning it has a state when the text is still scrolling by and when the text is finished and awaiting the player's input to continue.

    I want to let the player hit the Enter key to skip the dialogue to the end of the scrollby, as well as use the Enter key to advance the dialogue when it has finished the scroll as well. (As defined by those two separate functions)

    The issue is when the player hits 'Enter', it does skip to the end the first time, but then when Enter is hit another time to advance the dialogue, it automatically skips to the end of that dialogue- negating the scrollby effect. To my understanding- it's because it's functioning like:

    WaitForInput = 1, meaning the dialogue has ended. Player needs to hit Enter to advance the dialogue.

    Player hits Enter.

    Dialogue is advanced and is scrolling by, but because the switch caused WaitForInput to equal = 0 now, at the same instant that Enter is still being pressed, it activates the skip function every time.

    I think there is a fundamental easy step I'm missing to ensure that double-actions don't happen on single key functions, but I'm just not seeing it. I know this has got to be a problem someone else has faced before. Any insights?

  • Hello, I think this is an easy fix, or just my understanding of Savegame data is just wrong.

    I'm testing the Save Game functionality at various points in my game and I just want to make sure that by the end of development the Save file is completely empty on the project. Just to make sure that the game doesn't begin with a save file already halfway through the game.

    Where is the Savegame data stored? Is it in the project file directory? Or is this something that's a local type thing and I don't even have to worry about at all?

  • I'm trying to make an Undertale fan-game.

    Undertale at it's core is a basic Earthbound-esce RPG with bullet-hell mechanics.

    I've replicated the whole system down to the nail perfectly, but something is giving me trouble that I haven't realized. The simple contextual dialogue menus.

    EXAMPLE:

    Random Battle Occurs!

    2 or 3 Enemies Appear.

    (You have four options:)

    [Fight] [Act] [Item] [Mercy]

    Clicking on these Actions gives the following prompts as follows:

    Fight > Targets (With Healthbar graphic) > Combat Minigame

    Act > Targets > Actions to Perform on those Targets (Varies depending on the Target. Ex: Hug, Talk, Flex, etc. Contextually unique to every enemy.) > Produces either Correct or Incorrect Action response from Target

    Item > Items > Modify Player's Value or Characteristic (HP, Speed, etc.)

    Mercy > Spare/Flee > Non-Violently Pacify an Enemy or Run away if Possible

    I've been trying to come up with ways to create a Master layout or Template so I can just place an enemy in the layout and the system will take care of all the events for playing the contextually unique dialogue.

    A lot of things have been getting in the way. For example:

    You'll never really have more than 4 enemies on screen at a time. So the most text objects you'll see when Selecting targets are 1-4. It's arranged on a wide, 2x2 grid. So if you have 2 targets then It'd just be On Left Pressed move SelectionCursor by Self.X-20 Pixels. Then If it goes too left then place it at X: 270 or wherever. When you have 4 enemies just add the same thing with a Y value. But what happens when you have 3 Targets? You can move Left and Right but only Down sometimes if the X is in a certain spot, and now the specific conditions for the Y values are double-triggering on DownPressed causing it to not move anymore at all.

    I feel like there's just clearly a more efficient way to move a Cursor around a 2D grid that could sometimes be 2x2 or 2x2- the fourth element than what I'm doing which consists of manually moving the Cursor's XY values around.

    I'm pretty sure if you've never played Undertale you can at least understand the concept of Dialogue Prompt Trees with more than a Single Y value in positioning. I'd appreciate any help or insight I can get on this.

  • Mods close thread please. I have found the solution and it's embarrassing.

    Forgot to assign the second Layout's event sheet to the new bare one I made with the Include. Instead it was assigned to the main one. That's why things weren't assigning properly.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I have a dialogue box system.

    Works like this:

    Global Variable: "charactername"

    Event trigger -> Play Animation: charactername&"_talk_idle"

    The idea is that every dialogue box portrait animation is in a single sprite object, and I can draw that object and play the animations for the appropriate characters. I can change the global variable to the character's name, and the way the animation names are set up it works itself from there.

    It already works in practice on a single-layout.

    Now the problem arrises when I get to the stage where I need to start making numerous different Layouts with Includes to the "core" event sheet.

    Every other aspect works perfectly in the 2nd layout (which is a duplicate of the first) and it's own event sheet is nothing but an include to the main event sheet. The main event sheet has an OnStart : Set Vale of charactername to "girl".

    For testing purposes I removed that OnStart event from the main and put it on the 2nd room's sheet. (These separate Layout sheets with includes to Main will function as the different "levels" and scripted events. Where the only variation are things like the layout of the level or scripted events.) Didn't work.

    It feels like the problem here is attributed to the Global Variable not functioning correctly. Anyone have any ideas? Am I understanding something wrong?

  • FIXED:

    No idea what caused this, but I fixed by:

    Forcing game to go Fullscreen on Startup.

    Make a condition to: [Browser Is Fullscreen & R Pressed] > Cancel Fullscreen

    and it knocked it out of whatever was forcing it at the start. Was probably my error in the long run and I couldn't see it until I did that.

  • It feels as if at some point the game was in a minimized window with the standard window commands. I clicked on the maximize option and even after closing the game the app still opens up fullscreen like that.

  • Even when I make a command input to 'F4 Pressed > Cancel Fullscreen' in the browser Object- nothing happens still.

  • Weird thing going on. The app is starting NW.js fullscreen locked even though there are no contributing events to make this happen. I was testing this since I wanted the game to initially launch as a window and then fullscreen would be an option.

    Even when I turn off "Fullscreen in Browser" it still launches in fullscreen, just changes the size of the window.

    Am I missing something here?

  • Example:

    Die has 6 faces. 3 Faces have a Symbol, 3 are blank.

    I want to add a value for every time a random dice has a face on it.

    So:

    2 Die roll faces

    1 Die does not.

    So I want to pick the dice that do have that face, and then add it to get a total Value of 2. Also I want this value to reset every time it's rolled.

    It sounds very simple at a glance, but my first attempt had a lot of issues with this. Was giving me more trouble than I originally thought. How would you attack this concept?

General J's avatar

General J

Member since 23 Dec, 2014

None one is following General J yet!

Trophy Case

  • 9-Year Club
  • RTFM Read the fabulous manual
  • Email Verified

Progress

11/44
How to earn trophies