mikehive's Recent Forum Activity

  • Just asked a question - no need to start hating on other games and get defensive.

    The game was clearly marked as an "idle game" in the topic title, of course the creator is going to feel defensive if you come in and say "but all you do is click a couple of buttons". That's the genre! If you don't like it, why did you open the thread?

    Anyway nice job finishing a game Callan

  • Ohhhh, yeah, it makes more sense in context. Fair enough

  • Ahhhh right on! Looks great man

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  • I love this thing and am mystified and delighted that you could make something like this! Very impressive

    A suggestion: I've run the demo on two separate occasions and both times it took me a while to realise that I needed to click on the guy before I could make him walk (I know it says it in the text at the top so it's probably just my fault, but the fact that the same thing got me confused both times makes me wonder if it could be made more intuitive). Like when you have an empty screen with just a guy, the first thing you want to do is to make him walk somewhere, so it seems a little bit counterintuitive to have to click him first. Or maybe I'm just dumb and picky

  • Good luck! Let me know if I can help with anything

    And thank you!!

  • Is it really a problem? I kind of don't mind this.

    Well, it's up to you! I hated it in my project; it looked turbo unprofessional to me. Like, you'd never see that happen in Zelda or whatever, you know? I like to make things look as slick as they can. But if you don't care you don't care

    Keeping the number of character per line is a good idea, but do you think it would still be possible if I allow to change the text font?

    You're right in that you do need to have your characters per line locked down to a constant number for this to work, which is a reason (one of many) I use spritefont objects for text, and not the actual text object, because yes, changes to font (and also differences in how fonts display on different systems) will mess up your count of how many characters to allow per line. I would really recommend using spritefonts for dialogue boxes instead of normal text anyway, aside from the issue of the typing effect - if you're making a serious game that will need to work on a variety of different machines, the normal text object is just not a robust enough approach to handle it.

  • I enjoyed the funny demo!

    Your text typing effect has the same problem mine had, where if a word starts typing at the end of the textbox it doesn't get word-wrapped until it's gotten long enough and so you can see words 'jump' from one line to the other mid-typing. This is the function I wrote to fix it though, which basically processes the text to automatically have line breaks before it gets sent to the typer (source text goes into a variable named textToProcess, and my spritefont object has an internal variable charsPerLine containing the maximum number of characters per line - I decided to store this in a variable since it can change in my game depending on the content of the text box, because the text is longer and fills the whole box if there is not a character portrait):

    I'm using Rex's Typing plugin for my typing effect, and you don't need to use the AreYouTyping boolean, I just added that to my code so I can test if my text object is currently in the middle of typing something already. Hope this helps

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  • Could you, instead of literally erasing the data, simply overwrite it with reset variables for a new game?

  • Why does the little guy look like Hitler?

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mikehive

Member since 13 Jul, 2015

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