skymen's Recent Forum Activity

  • I don't get what you mean. I never really used Construct Classic, so I can't tell. Anyway, bugfix is done, I'm currently working on the screen save system, the instructions and the Icon viewer.

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  • Yeah, I'm trying to have the tool automatically create a link that you can juste copy and paste.

    Having it to work on phone should not be very hard as there are only a few controls.

  • Hey everybody. I've recently been working on some tool I've wanted to do for quite a while now. Thanks to this, I've learned loads of things concerning regular expressions. Whatever, I'm close to finishing it. Still a few bugfixing to do as well as some graphic imagery to add and stuff like that. Anyway, here it is, something I named the "Event Sheet maker".

    "What's the purpose of this?", I hear you saying, well, this is done to help people. When you gotta help someone with some code, you have 3 possibilities:

    • They gave you the .capx that you edit and send back along with explaination
    • You have to open construct and redo everuthing from the ground up to replicate the code he has and somehow correct his code and send a screen back
    • You just send a text version of the code that looks somehow like this: *System:Every 5 seconds *Keyboard: Espace is pressed *Player: (invert) is dead ->Player: Spawn Bullet at image point 0 ->Bullet: Set Bullet angle to (Player.Angle)

    So I made a tool that lets you quickly recreate an event sheet without having to worry about objects and errors. Without having to even open Construct while staying clear enough.

    Here's an example:

  • Thank you

  • To what name may I credit this? Is

    "Text Effects by oosyrag" enough, or do you have anything else you need credited?

  • Well, in the meantime, I used your method and it worked

    Thanks ^^

    EDIT: Omg. Your Text effects are amazing!

    Do you allow me to use that in any future game I make?

  • oosyrag Indeed, that's an idea. I'll try it out.

    However, I can't access your file, because you gave me the link to the file on your homepage. You should have clicked "Share", created a link, and then given me that link.

  • Hey, I'm trying to do text commands to add some power to my dialogues, however, I still have some questions about Regular Expressions.

    Let's say I have this text:

    Hello \nI have twenty \i[1] gold coins and three \i[5] potions. \nThat's pretty cool.[/code:1v5oohwz]
    
    Let's say this icon    a potion. This is how the text should render:
    
    [quote:1v5oohwz]Hello
    I have twenty  potions. 
    That's pretty cool.
    
    
    However, I have a few problems when it comes to showing icons.
    I'm using this regex to detect \i[X] : [code:1v5oohwz]"\\i[([0-9]+)\]","g"[/code:1v5oohwz]
    I want to (in thatt order):
    [ul]
    *Count how many "\i[X]" I have in my text (DONE)
    *For each "\i[X] get three values: The X it contains, the line it's on and it's X position compared to the text's hotspot (in order to create and correctly place the icons). For this one I have a problem as in RegexMatchAt, the Index gives me the Xth \i[X] but not the X.
    *After all Icons are created, replace all \i[X] with "     " (DONE)
    [/ul]
    
    So, what I'd like to know is how do I extract a part of a string (aka from the beginning until my \i[X]) and extract that X when I have multiple commands in the same text.
  • Yeah, I guess there are plenty of ways to do this. I'm still figuring this out. I'm not even sure if I want to do that on Construct anyways, and not just good old RPG Maker.

  • Well, I'm not new to Construct, and it's my fault for assuming everyone would understand what I'm talking about.

    What I mean by a "RPG Maker like event system" is a common feature in top down RPGs.

    You can set multiple "events" that are represented by a box on your map. Each box contains some piece of code that can be run using a defined trigger: Automatic, parrallel process, Action Button, and collision.

    For the moment, this is quite easy to set up on construct. What is harder tho, is how that piece of code is processed.

    In RPG maker, you associate a list of actions to each event, and those actions are realised one at a time. Some are realized together, some need to pause the event processing and so on.

    For exemple, if I need to make a cutscene containing two NPCs walking along and talking, all I'd have to do would be to set a move route to each NPC, have it loop (or, not, depending on what's wanted) and then add the "message" action and set the actual message as a parameter. This message actions are listed one after another, and the next message action is not processed if the previous one has not been ended (aka the enter have been pressed to terminate the current dialogue). However, the message actions do not prevent the NPCs from walking. So you have to set it so some action can restrain other actions from happening but not all of them.

    I have a very blurry idea of how to do this using a 3D dictionnary, a list or an array. But it's very sketchy, and I'm not sure how to do it in a way so it's extensible.

  • Hello, I'd like to know if there is anyway to have something working like RPG maker where you set up a list of actions and execute one action at a time. I really can't find how to do that without having some hard time having to test each condition end. Sometimes, it's not even possible.

  • Ok I'll be uploading the demo to the scirra arcade

    EDIT: Here you go: https://www.scirra.com/arcade/other-gam ... ials-10334

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skymen

Member since 3 Aug, 2015

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