thomasmahler's Recent Forum Activity

  • Right now, we can't order Effects. So, say I want a black and white effect on top and then a soften effect. If I first applied the soften, I don't really see a way of how to tell Construct that the Black and White should happen first - then soften.

  • I might be imagining things, but wasn't the picture editor more stable before? I've only used Construct for 10 minutes now and already got 4 crashes because that freaking thing is so unstable.

    I just need to double click a character that's already in my layout, flip the sprite, exit = crash.

    Often the same thing happens with the animation tab - I click one animation frame, delete it = crash.

    Etc. - That's the most annoying part of Construct. The crashes using the Picture Editor / Animations are really bleh.

  • New Control system with Multiplayer would really be a big change - can't wait to see that happening

  • I've added 'Set Write Speed' and 'Get Write Speed' for the next build to make this easier. Also a 'Write Finished' condition.

    You are teh awesome.

  • That was pretty fucking awesome!

  • You can set "On Inventory open > Set Timescale to 0" or something like that, I guess.

    Yeah, the question is just how many of those events that'd make a lot of sense would be 'hard-coded' into the object (so it'd be an option directly in the object: "Pause if active?" - Yes / No.

    And then the object could do this internally - is that possible?

    It's just about streamlining the creation process. Solving a problem directly without the user having to figure it out for himself is probably a good thing if you leave open the chance to override the 'defaults' that come with the object.

    Same thing with the controls, just use the default move up / down / left / right controls to navigate the inventory, but let us override it if someone chooses another control layout. In 90% of the cases, you'd want to navigate using the arrow keys / digipad / analogue stick, but who knows what people will come up with.

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  • That looks cool already!

    So, about the behavior thingy - I only see 2 ways of how people could use the interface. With a controller / keyboard, so that the controls are sorta like in every Zelda title or through the mouse, so it's probably a bit Diablo'ish. So, it'd have to be linked to the input system. Like newt already said, it'd make sense to have it in there as an object and as a behavior at once.

    One idea is that we could set it to 'Grid' (typical keyboard / controller way like Zelda), 'Mouse' (like Diablo) or 'Combined' (so that both works and so that we can set up the controls accordingly).

    I think it'd be the smartest thing to probably directly set up the appropriate settings the moment you use the inventory object in your scene. So, say for a Zelda-like inventory, if I pop up my inventory, I'd immediately expect that I could move along the grid using the same inputs that I'd use for moving my player around, right? So, Move Up / Down / Left / Right should directly be used without us having to setup control schemes. Otherwise, we'd have to create a whole Inventory Event Sheet with inputs like these:

    if player presses 'Move up" - Inventory: Move up

    If player presses 'Move right" - Inventroy: Move right

    etc

    Which still could be nice for whatever as an option. So we could override the defaults, but I think 90% of the users would settle for a Zelda or Diablo like Control Scheme. If I look at all the Inventory systems out there, they're all either like Zelda / Final Fantasy / Diablo, really.

    Also, if we pop up the inventory, as long as the inventory is active, it'd probably be smart to give the user the option to freeze any inputs on other layouts. Imagine a Zelda game where you're running around on a cliff and quickly need to switch to an item, you pop up the inventory, press 'Move Right' 3 times and boom, you fall down the cliff, but at least you're at the right item spot in your inventory. So, if Inventory is active: Ignore all user input on all other layouts.

    Same thing with the mouse. You'd want to have stuff in there like: If mouse hovers over an item spot, do whatever. Like, change the backdrop, add an effect to the item spot or something, so that you'd always get an input what you're currently hovering over. And the option for: if inventory is active: Ignore Mouse input on all other layouts.

    Then we'd still have to setup how we'd control the inventory, cause that'd probably be a little different for everybody:

    If player presses 'Tab' - Inventory: Show Inventory

    If inventory is active + If player presses 'Tab' - Inventory: Hide Inventory

    • easy.

    And now it's about interacting with the inventory:

    If player presses 'Action' + Inventory is active - Inventory: Use item

    For keyboard only. Or:

    If player presses 'Action' OR if player right clicks + Inventory is active - Inventory: Use item.

    For 'Combined'.

    Then we'd still have to find out what kinda options we'd need.

    Use Item? Drop Item? Equip Item? etc.

    Now that I'm thinking about it, it'd also make a LOT of sense to have a 'Menu' Object too, right?

  • The dialogue stuff from the previous page is still biting me in the ass, but I had another cool idea.

    27) Wouldn't it be cool if we could have a custom 'Character Sheet'? Whereas a 'Character' could be anything. It'd just be a container where a Character and all it's attributes and everything that has to do with it is listed and linked to the 'real' settings, so as an example:

    Say we have an RPG with a Party - I could throw all the party members into a Custom Character Sheet and would directly see and be able to edit all their attributes, variables, access their animation sheets, etc. etc.

    Right now, characters really aren't more than sprites with animations. And to make changes, we sometimes have to hunt down longer lists of data and so on - it'd be nice to have one simple place where the characters and all that has to do with them is stored and can directly be access in one simple, nice, streamlined place.

  • Just lemme clear this up, it makes sense now.

    I thought if I set an object to global that it'll be loaded in globally whenever we start the runtime.

    So I have a couple of layouts and created a new title screen, where I can let people set options, like full-screen, moBlur, save / load, etc.

    I put that title screen on top of the level 1 layout. So the KeyboardMouse object was still on level 1, I just thought because it's set to global it'll be loaded anyway.

    It didn't. Now I've cut and pasted the audio and keyboard events to the title screen layout and - boom - it works.

    Not sure if that's the perfect way though. Wouldn't it make more sense to load the objects that are set to global to load them in any layout?

  • [quote:1equw4lc]It's been reintroduce to keep you on your toes. Just put it on the tracker.

    Way ahead of ya

  • There still seems to be a bug in there that keeps me from swapping out placeholders with the real sprites.

    I have a character placeholder in there (just a sprite-box) and there's an event coupled with it (Character / Dialogue) - If I then go ahead and double click the box to change the sprite, load up another one and exit the sprite editor to save my changes, I get an instant crash, reproducable every time.

    Thought these bugs were gone by now.

  • I just ran a quick test, creating a M&K object in layout 1, marking it global, and making several new layouts and extra event sheets, and it shows up in all of them. So I don't know what's going on.

    Bug report?

    What version are you running?

    If I create a new direct x game, create a M&K object in layout 1 and set it to global and create a new layout, the M&K still will only show up in layout 1 and not in layout 2.

    I'll put it into the bug tracker.

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thomasmahler

Member since 28 Jan, 2009

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