Juryiel's Recent Forum Activity

  • Thanks, but that doesn't take care of the second part. I don't want them to be able to type letters in the edit box at all

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  • I want to be able to pop up some sort of input box (e.g. like the edit box) that the player has to fill in with a value before being able to do anything else. It's for an inventory function so time scale =0 won't work for this since it is already zero, but there is inventory functionality happening (e.g. dragging and dropping items around). I also want to have it limit the input to a number. I don't want to check whether the input is a number, but instead I just want to disallow typing letters entirely, such that trying to type letters will not work (e.g. hitting a letter while typing will not make the letter appear).

  • Well, I'm trying to have a hash table that has set values by me on load. An array is not suitable for the task I'll be using it for. I can do that using the actions in the engine, but that's a bit annoying as the number of keys grow. However, it seems I'll have to do it that way

  • Is it possible to read a text file into a hash table, and if so, what format is used? I tried saving a hash table but the format it came out in wasn't human readable in a text editor (although the key names were, the values were not).

  • Can i do this?

    For example, let's say I have a family Items, with teh private variable Category. I also have a bunch of global variables such as Weapon, Boots, Gloves, Helmet, etc, each set to its own number (Weapons =1, Boots =2, etc). Then, when I check the value of the private variable Category, which is a string, it might return Weapon, which I then want to convert to the corresponding number 1. So the expression would be global('Items.Value('Category')') which I would wnat to return 1, but it doesn't. Any way I can do that somehow? I realize I can just skip the global entirely and make category correspond to the right number. It's just easier in the long run to have text categories instead of having to refer back to a document for what each category number is.

  • Hahaha sorry to be keeping you up at night! This approach sounds like it'll work, thanks!

  • Thanks! Since posting this I have already found and modified Mikey's Adventure inventory to include most of the functions i need. In addition, I still haven't fully decided whether a jrpg or wrpg style system would work better for my game or if it will be some hybrid (the game is neither of those genres and both systems have pros and cons as a result) so thanks for the wrpg example as well

  • Right. I was using that to enable the correct group so I could change what happens when different weapon-types are equipped. I was trying to have just a single enable/disable command for simplicity so that when I change the equippedWeapon variable I can just do a: Disable all groups, Enable Group(EquippedWeapon), but it appears that I can't since if I can't do somethign like "Disable all groups" then I either need to employ a holder variable (to hold weapon that was replaced) or call a disable command in all the various parts of the event sheets that cause a weapon to be unequipped.

  • I don't think that will work for my purposes. I'll have something like 10 groups and based on a given condition (e.g. a Get Value) I want to basically disable 9 of the 10 except teh one that corresponds to the value returned. So I was thinking, if I could disable them all I can then just enable the right one. I could do it the roundabout way of having a bunch of disable statements for each possible result of the Get Value condition, but given that I'm not sure exactly how many groups I'll end up having this seems a bit tedious.

  • Is it possible to disable all groups in an event sheet without referencing them by name?

  • Actually I did mean a hybrid. I really like the event system as is, and would prefer this system over a typing system if I had to choose one, especially for the early stages of learning, mainly because it's sort of self-documenting (I can click on things instead of looking through docs). And yeah I was just posting random ideas in the forum since it's here, I won't be bummed if the devs don't do it. I just thought I'd offer up the idea and if they liked it they could do it. I do know how to code at an intermediate to advanced (but not expert) level as I code artificial neural networks for a living

    So yeah just to say, I do appreciate what has been done with this game engine and I find it quite amazing. The stuff that can be done with it without any coding is outright amazing.

  • Ashley, thanks for the reply. I'm a bit new so maybe I'm wrong about this but it seems to me typing out the text that's in the events themselves would be faster than going through a menu for people who are used to it. I find myself much more productive not having to move around a mouse. I don't really have to look around and scroll through a list to click on a specific spot. It requires far less coordination and attention than performing a visual search and clicking precisely (or, at least, the coordination required is already well-trained for most people these days). Using the GUI, every time an object is added the place you have to click for many objects changes, for example. So I'm not sure if it would be faster, but I think it would surely require less attentional resources. Why couldn't you do something like Sprite.X < 5, or Sprite.Variable (whatever variable) < 5, and just use the stuff after the final period as variables and the stuff prior to it as objects?

    You could reserve a character to separate parts of a condition, e.g. Sprite.X | less than | Sprite2.Y . It's actually hard for me to make suggestions on the actual implementation since I don't really know how the events work behind the scenes. But yeah, is till do think it would be easier for me to type something like Sprite: value param('x') param('less than') param(5). Even if it's slower or about the same speed-wise, it is just so much simpler to type than to click on GUI stuff

    I also think it would help with sharing systems since you could export event sheets that way in a simple way instead of having to scroll through an image event by event and duplicate those in your own game.

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Juryiel

Member since 30 Sep, 2010

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