Magistross's Recent Forum Activity

  • I've submitted an entry in the store a few months ago with a "template" to create rich dialogues of this style.

    Check it out !

    It ain't free though...

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  • Keep track of the angle change as soon as the object get airborn. You will need two instances variables, "lastTickAngle" and "deltaAngle".

    Object gets airborn -> set lastTickAngle to object angle, set deltaAngle to 0

    Every tick -> Add (lastTickAngle - Object angle) to deltaAngle

    If Abs(deltaAngle) >= 360 -> Add point, add 360 or subtract 360 to deltaAngle

  • If you plan on having your indicator on a single line or column, a tiled background would do the trick. Simply adjust its width or height accordingly.

  • Double quotes escaping in Construct is done by adding another double quotes. So the line to remove them will look like this :

    replace(TempName, """", "")[/code:gapwlya6]
  • Your player should have two instances variables named "WarpX", "WarpY". When you step on something that makes you warp, set the variables appropriately to where you want the player to be when he "warps" to another layout. Then, on start of a layout, set the X and Y of your player to its WarpX and WarpY values.

  • Pick by comparison, distance() < range

  • You can't include sheets at runtime. What you can do though is having a group for each of your character. You can then activate the group that match the user's choice.

  • In a single file ? Then I guess you should stick with JSON ! But I don't know what kind of data plugin would be best to load it in... I think this could work.

  • JSON is definitely faster, but the data volume is most likely not heavy enough for it to make a difference. I find it easier to navigate with XPath than using JSON... maybe with a decent JSON plugin I would consider it over XML.

  • I can't find that capx for the life of me but if I recall correctly, I used an XML syntax like this:

    <events>
        <event id="id1" x="50" y="50">
            <branches>
                <branch>
                    <cnds>
                        <cnd>
                             <lop>litteral or #keyInDictionnary</lop>
                             <cp>(something to identify what kind of comparison)</cp>
                             <rop>litteral or #keyInDictionnary</rop>
                             {add more <lop>,<cp> and <rop> nodes for more conditions using a logical OR}
                        </cnd>
                        {add more <cnd> nodes for more conditions using a logical AND}
                    </cnds>
                    {... multiples nodes for information on sprite animation, direction, path, speed, etc. can be added here}
                    <acts>
                        <act type="Dialogue">
                            <dialogueData>{dialogue data in whatever format}</dialogueData>
                        </act>
                        <act type="ChangeVar">
                             <varKey>key litteral</varKey>
                             <varOp>{kind of operation (add, substract, set)}</varOp>
                             <varValue>litteral or #keyInDictionnary</varValue>
                        </act>
                        {add more <act> nodes for more actions on this particular branch, with "type" values to anything you want, which will be interpreted to do whatever you see fit}
                    </acts>
                </branch>
                {add more <branch> nodes to allow for multiple possibilities of actions from the same "event", branching should occur only once per event activation, branching at the first branch with satisfied conditions}
            </branches>
        </event>
        {add more <event> nodes to place more events on the map}
    </events>[/code:1z5h1uju]
    
    You then need quite a lot of XPath magic and events acrobatics to interpret all of this correctly, but when done correctly you can do pretty much anything you want, à la RPG Maker. You could also limit yourself to dialogue only, but my system was meant to be quite versatile.
  • I once implemented conditionnal branching using XML and a Dictionnary. The XML store the conditions and the actual dialogue, and the Dictionnary hold the game's variables that the conditions can use. I might add that to my dialogue system already in the store... Meanwhile, I guess you could ask me for some tips.

  • Could it be the "update checking" thing that tries in vain to see what's the latest version on scirra.com ?

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Magistross

Member since 4 Jul, 2011

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