Shady's Recent Forum Activity

  • -Better tiling. Creating level 8000x6000 with a lot of various densely tiled decorative sprites is very tediously. It would be nice to be here tile editor like in GameMaker or RPG Maker

    I second this. Making detailed sidescrolling maps is just too time-consuming with the current system.

  • Sub Layouts - When making an RPG or sidescroller with many layouts, it'd be helpful to have sub-layouts where everything is still retained once the player teleports to them. They can be used for small rooms or little sections like you see in many old RPGs. This way all the private variables are retained and if you exit the room, the events which took place will still be there and not reset.

    Making sense? I'll elaborate if you want.

    Encryption - This way one will be more confident with creating an external file which handles save slots or inventory items.

    Integration of Python exclusive features - If I'm not mistaken, there are some features which can only be utilized through Python. It'd be nice to see these made into events.

    Online focus - Who doesn't love online integration? I know a user did a good job at making online work through Python, but making an official plugin will be the next logical step.

    AI behaviour? - This can be a distant consideration, but maybe creating an AI behaviour that performs simple tasks as chase down a character or try to avoid a character once it's approaching? Probably won't work since it's an abstract concept but it can be at least considered.

    A dialogue system - I created one months ago which handles standard dialogue along with options and responses based on the options chosed. Even emoticons were supported by simply adding something like #H at the end of the dialogue string. It's all Python driven and was pretty messy (I had just started learning Python) but I'll probably try remaking it now into something more understandable and powerful. Anyone interested?

  • > Everyone chill! It's an important feature to have unicode, and it's especially crucial to non-English speakers, since it can be difficult or impossible to make a game in your native language without unicode support. Imagine trying to make a platformer for your friends in a program that doesn't support English, only Hindi characters.

    >

    > aolko, you do not understand how difficult it is to add unicode support to Construct. There are hundreds of thousands of lines of code, it's much more complicated than flipping a switch, and we only work on this in our spare time. So, in short, there will not be unicode support before Construct 2.

    >

    D'oh! when construct 2 will release then? or when will be beta avaliable?

    Considering the world ends in 2012, I'd say never

    In all seriousness, would this be possible through Python? I'm not too sure about the extent of Python's integration, but doesn't it have unicode support built in?

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  • No one checked out the *.cap to confirm the bug? Ah well, I submitted it to the bug tracker last night anyway...

  • I just downloaded the latest version of Python (0.99.84) since global variables couldn't be accessed directly in Python with 0.99.82. Pumped and all, I ran a little test to see if it works fine with a 'Number' global variable and it worked perfectly. Delighted, I assign a python variable to a 'Text' global variable and tested it out, expecting fireworks. All I got was a crappy runtime error...

    Before I decide to post it on the bug tracker, I've replicated the bug and posted the *.cap file below to make sure it's not a problem with my laptop or anything.

    Also, try changing the global variable to 'Number' and assign it a number; should run fine with the number being displayed at runtime.

    http://www.box.net/shared/trqk3ydqrz

  • For my dialogue system I do as Mr Wolf mentioned above. I deactivate the platforming and also set the platform behaviour to 'Ignore Input'. Works like a charm.

  • This is also doable with events:

    http://dl.dropbox.com/u/5426011/examples/append2.cap

    req 0.99.84

    + Button: On Button clicked
      + File: File "dialog.txt" exists
      -> EditBox: Load file "dialog.txt"
      + System: Always (every tick)
      -> EditBox: Append text NewLine
      -> EditBox: Append text Name.Text & " :"&NewLine&NewLine
      -> EditBox: Append text """"&Dial.Text&""""&NewLine
      -> EditBox: Save file "dialog.txt"[/code:1ez2el68]
    

    That's good to know

    Though I think I'll stick with the Python solution since it's very simple! I should really try to use more of Python in construct, since i did recently start learning it in University. Will be a good way to put my skills to the test.

    Thanks R0J0hound!

  • As far as I know, there's no way to link Construct python scripts together. Like, if a python variable is defined in one script, you won't be able to access it in another.

    EDIT: Damn I'm stupid. You can do this. This is like the dozenth time this has happened to me in the passed day or two...

  • Wow, found a Python solution which is so damn simple. I was hoping for an event sheet solution because I thought it'd be too complicated in Python but all you need is...

    x = open('dialogue.txt', 'a')
    x.write("\n")
    x.write(Name.Text + " :\n\n" )
    x.write('"' + Dial.Text + '"' + "\n")
    x.close()[/code:wifmxk2a]
    
    A bit of testing, this is the result:
    
    [code:wifmxk2a]
    Shady :
    
    "I love Python!"
    
    Homer :
    
    "Don't you hate pants?"
    
    Joe :
    
    "I'm a plumber!"
    
    Supports.... :
    
    "Multiline!
    Right? 
    ...
    
    Guess so :)"
    
    [/code:wifmxk2a]
    
    Was going to delete the thread, but I guess it's better to have this as reference for anyone in the future wanting to do something similar.
    
    Python, my new found love
  • I just finished creating a GUI dialogue creator for my game which exports the text I input into edit boxes into the appropriate format readable by my game (e.g "NPC"=['dialogue1','dialogue2'] ).

    Right now I can simply copy and paste it into the text file, but I was wondering if there was any way to paste the output of an 'edit box' to the end of a *.txt document. I've tried INI and TextManipulator, and it worked with INI. But the problem is, it does not work with multiline edit boxes.

    A small example of what I want.

    Output generated:

    NPC =

    "Hello I'm awesome"

    "And so are you!"

    Click 'Save'

    Updated Text File:

    Player = 
    "Bla"
    "Blabla bla... bla"
    
    Char =
    "Melbourne >> Sydney"
    
    NPC = 
    "Hello I'm awesome"
    "And so are you!"
    [/code:3jwp20ya]
    
    Something that does that! I'm thinking it's possible with Python and I'm currently researching into it, but I want to know if it's possible without.
    
    Thanks in advance!
  • Gotta agree with this suggestion. Will be helpful as I'm in the same boat as you.

  • Solution found. Found out I was deleting an effect object which I stupidly forgot to place off-layout where all the other objects are in case I need them. Stupid mistake, but I guess that tedious deleting paid off!

    I still don't know why it broke the attack system, since it's not a crucial object, but all is well.

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Shady

Member since 22 Jan, 2009

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