mikehive's Recent Forum Activity

  • Sure you can! A 2D array should suffice. x could be mob names and then all the values on the y axis could be attributes for that mob. eg

    (0,0) = Skeleton

    (0,1) = resistance fire

    (0,2) = rarity 5

    (0,3) = HP 100

    etc, and then the next mob is at

    (1,0) = Gremlin

    (1,1) = resistance water

    (1,2) = rarity 15

    (1,3) = HP 50

    and so on. Just make a note for yourself somewhere of what each Y-coordinate is for. Ie (x,0) is name, (x,1) is resistance, (x,2) is rarity, etc.

  • Even with "Trigger once"?

  • Iiiinteresting! OK, thanks for your help, I'll put your idea in the melting pot

  • That's what I want to do. But I don't want to do it manually - my game has a looooot of text that I edit and re-edit frequently. I don't want to be constantly previewing and adding newlines by hand because honestly, doesn't that sound like something a computer should do for you? :p

    The current character limit for my spritefont is 39 characters per line. All I really need to do is find the last instance of a " " space in every chunk of 39 characters and replace it with a newline. I've been trying to work out the logic and so far my best solution is a hideous dog's dinner of events that involves breaking the text into individual variables for lines and running a bunch of mid() and right() and find() and replace() expressions and then reassembling the lines into one string that is then sent to the text typer. I haven't tried this yet so I don't even know if it'll work - it just seems way too disgusting and unwieldly and I was hoping somebody who's good at coding (which I'm not) would be smarter than me and would know what a real programmer-type person would do and would save me from having to make such a monstrosity :p

  • Animation "Animation" is playing, Trigger event once = play sound

    ?

  • Sorry for bump, but I really need help with this

    Because my spritefont has a fixed character width and always shows the same max characters per line, I was thinking of running some sort of process on the source text to automatically insert 'newline's before sending it to the text type effect. All I basically need to do is find and replace the LAST " " space instance every x characters, Maybe regex or something. But I'm just not smart enough to work it out.

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  • Ahhh okay. Try putting this part of your events:

    [quote:2pvp0xki]system - PlaceObj = 1 - Set position to round(mouse.x/16) * 16, round(mouse.y/16) * 16

    • Every tick

    mouse - on any click - set PlaceObj to 0

    • set position to self.x, self.y

    As sub-events under the first one, not as seperate events in their own right. This will ensure Construct knows you mean the object it just created, not all of that object.

  • Is it using the same event sheet as layout 1? That might be screwing it up.

  • Heya, I'm using Rex's text typing plugin - c2rexplugins.weebly.com/rex_text_typing.html - to apply a typewriter effect to my dialogue boxes. Very nice, I love it! Only problem is that the word wrap on my spritefont object kicks in mid-word sometimes, meaning you see the word start to spell out on the end of one line, only for the whole word to jump to the next line when it overflows. Is there anything that can be done about this?! The effect is so close to being perfect <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

  • Add an exception to the damage collision check you do when testing to see if the enemy has hit you? Something like:

    • Enemy collides with player, Player animation "block" is NOT playing = damage the player
  • Haaa this is cool! I like it. I feel like perhaps it needs a limitation on the time ability - right now there's nothing stopping you from just doing everything in slow motion all the time. Cool idea!

  • Did you know you can "include" the contents of one event sheet in another? This plus groups is hands-down the way to go. My game has a huge amount of "global" code that handles basic things like controls, dialogue box logic, how loading zones work, etc, and then I include that master sheet in every other sheet for the individual levels so I don't have to deal with that stuff at all unless there's a problem with it. Putting things into groups shouldn't mess them up per se, as long as the groups are Active in the way you'd want, but do look into whether you messed up the order of some events by moving them into groups? Make sure Construct can cycle through all the events in order and in a way that works.

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mikehive

Member since 13 Jul, 2015

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