Lou Bagel's Recent Forum Activity

  • > Clean water is often considered a rare commodity in this scenario.

    >

    Good Idea, but wouldn't it feel like the water should give health instead ?

    Water giving health makes sense.

    You should probably add some more story behind the character. If it is a wasteland out there why would you be just wandering about if it so dangerous? You would find a dwelling then only go out to scavenge for food, water, and whatever other supplies.

    This isn't great but just an example off the top of my head:

    There is a disease caused by the nuclear fallout that is plaguing mankind and this scientist thinks he found the cure but needs to collect samples (of something) to create the vaccine.

    It's hard to think of the best way to 'keep score' in a post apocalyptic world as the only goal is usually survival . . .

  • nvm the coins I figured it out. What I want most is the shop. I want to know how to make the game save a player buying a character, so they dont have to buy it twice. I would also like to know how to make the bought character equipable.?

    Sounds like you will just need to setup instance variables and check those variables. For example, boolean called 'bought' and if bought then don't show in shop but show in inventory and make it able to select.

    I have tried tutorials, but they're too complicated and I spent a long time searching the forum for similar requests

    Don't say it is 'too complicated'. That just means you have more to learn but makes you sound like you don't want to put any effort into it. It will make people not want to help you.

    You also should to tell everyone what you have tried and what part isn't working. Many people will gladly help you and make suggestions when they hear what you have tried. But no one wants to build a whole project for you.

    Are you using instance variables for the items?

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  • Something like this?

    https://www.dropbox.com/s/5ab6hyjlvmgaj ... .capx?dl=0

    Of course just set the yellow sprites to invisible for the final version. Also, this doesn't recover the path when after disconnected, so probably don't want to destroy those sprites but move them and move them back when disconnecting.

  • Hi,

    I want to make pathfinding of electricity, so I need to navigate them through the cables. Any way to make reverse pathing of some sort?

    Change "Obstacles" from "Solid" to "Custom" on the sprite with the path finding behavior.

    I'm not sure if you can reverse it so much easily but this won't automatically use objects with solid behaviors as obstacles, and it can pass through solids. You will then have to set obstacles with your events.

    You could try pinning invisible objects on all four sides of your solid sprites and setting those objects as obstacles. You would then have to remove the instances covering the ends somehow when connection is made.

  • Woah there, a lot of questions jam packed together without a lot of information. Not sure it is the best way for you to get answers.

    Have you looked up tutorials on each? What ways have you tried? Or even considered?

    Did you make a global variable to hold the amount of coins?

  • I only read the topic in diagonal, but have you checked the C2 Academy tutorial I made on RPG dialog box and XML system ?

    Isn't it what you are looking to achieve ?

    How to make an RPG style dialogue box -

    -

    -

    I started watching a bit and it looks great! Thanks, I'll have to check it all out when I get the time.

    ...I'm not sure when I will have an hour free to watch it all - do you have a text version or capx anywhere? I have setup a lot of that already but haven't implemented response features (yes/no) or anything to deal with messages larger than the textbox container.

  • Here is another example:

    https://www.dropbox.com/s/wb1m2qabp38ln ... .capx?dl=0

    I put the xml aspects at the top.

    Sorry these are not very clean examples. I won't lie, it is a little complicated to setup at first, but after you get going it will make working with your text very organized. It will also give you some flexibility for characters with multiple things to say, randomly picks something to say, and cause some action afterwards. So I think it is worth it to learn.

    I may try to put together a capx and tutorial for xml but in the meantime let me know if you want to learn.

  • Actually, I already had this in my dropbox:

    https://www.dropbox.com/sh/jbr4wlb8mwx5 ... 1uvta?dl=0

  • Exactly, give me a few minutes . . .

  • Should each dialogue be in it's own text file, or could every line of text in the game be in the same file? If all in the same file, how do I tell it when to stop displaying the text?

    I highly recommend using XML. It might look a little mysterious and complicated at first but it really isn't that difficult. It is great for organizing certain aspects of your project, especially dialogue. I use it in pretty much every project now.

    I'd be happy to provide a quick explanation, a couple of reference links, and/or capx.

    I have a post showing how you can use XML and randomness but it doesn't explain much or show the dialogue aspect:

  • Woops, I checked and was completely wrong on the quotes. I use PHP often but stay away from putting variables inside quotes because I've been confused before on when it is acceptable.

    I just checked a game I made a while ago and the high score system still works. I checked and our code is pretty identical. Can't you select what version of php you want to use on your server? in cpanel?

    I'm no php whiz though. Maybe try posting on stack exchange will yield more helpful comments for you.

  • Yup.

    Coincidentally I made this capx about destroying tiles yesterday to reply to a forum post so I am in the Tilemap learning mood:

    https://www.dropbox.com/s/z4erazryf5tb0 ... .capx?dl=0

    (this one is a little more fun)

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Lou Bagel

Member since 7 Sep, 2015

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