thomasmahler's Recent Forum Activity

  • Hey guys,

    Is there any way the text object could be improved? Right now it breaks lines in a really funny way. Example:

    It's not an apple, it's an orange!

    If Construct has to break the line at 'it' it'll break it apart like:

    It's not an apple it

    's an orange!

    Which of course doesn't really make a lot of sense. Is that on the feature list?

    Also, it seems like it doesn't recognize where to break the line until it actually already rendered text outside of the text box - and then it takes the word that already was outside of the textbox and puts it into the next line, which makes the whole thing look really weird.

  • I tried it, had no idea what was going on (and I played the shit out of Wonderboy back then) and closed it.

    Dude, you gotta make sure you present something that is at least playable before you'll get any worthwhile feedback.

  • It's time someone makes a Rivercity Ransom Clone using Construct. Like... now.

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  • Should be more specific on this:

    Basically, I want to setup a dialogue system in which the player advances the timeline periods by pressing any button. And the problem right now is that the player jumps when pressing jump during the dialogue sequence because the 'during timeline' event has a slight hickup when switching between periods.

    i tried quite a lot already, like setting a private variable while a timeline is playing, but the problem is that there's a downtime between each period, where the 'while timeline is playing' doesn't apply anymore, so even if I set jump strength to 0 during the timeline the player will still jump if he presses jump while the timeline is playing because the timeline object will switch between periods and lose its value.

    So it's set-up like this:

    While Timeline Dialogue is playing:

    Set PV 'Cutscene' to 1

    If PV 'Cutscene' is 1 - Ignore input / set jump strength to 0

    When timeline ends - Set PV 'Cutscene' to 0.

    Doesn't really work though. I tried other stuff, like activating and deactivating the platform behavior and changing the event from 'while timeline is playing' to 'if dialogue text box is active' and stuff like that - but I haven't really found a cool way of disabling the jumping during a cutscene sequence.

  • Hm, would you like some bread to your whine?

  • Being able to temporarily disable controls through the system object would be super helpful.

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  • Not sure if I understand this...

    What I wanna do is:

    Timeline Object:

    On Period Talk begin: Set private variable 'Cutscene' to 1

    On Period Talk end: Set private variable 'Cutscene' to 0

    It seems like Construct doesn't trigger the latter event. Is this a bug?

    I'm not sure, cause I never fully understood how the timeline object worked.

  • What I ended up doing was using platform movement on enemies while deactivating their input at the start of the layout and driving them through events. That way I still have access to all the built in gravity stuff and still have control over them.

  • This would actually be very cool. A gravity behavior that has the same controls as the gravity in the platform behavior, but something that could be applied to any object with any behavior. So you want to have a bullet that's gravity-based? Throw a bullet behavior on your object and add a Gravity Behavior on top of it.

    Custom Controls and Gravity? No problem.

    Right now, I don't quite see how you'd get those things without a separate gravity behavior.

  • Way to go, dude, this is sweet stuff.

  • I'm not sure that that helps - I want to define an action in the exact moment when I release a button.

  • Either I don't quite get it or it'd make a lot of sense to add this condition to Construct. There is a 'on control pressed' condition, but no 'on control released condition. Curiously, there's both a 'on key pressed' and a 'on key released' condition.

    For example, I'm currently working on a charge beam thingy, so if you hold the button you add a value to a pv, if you release the button the player fires and the clamped value sets itself back to 0.

    So, what would be the quickest way to set this up without having a 'on control released' condition?

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thomasmahler

Member since 28 Jan, 2009

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