LaDestitute's Recent Forum Activity

  • Also, I would recommend pre-loading all of the ajax files and audio before the game technically starters, gameplay wise, such as from the title/first menu screen before starting a new game.

  • Chain all of your ajax requests like this. When one finishes, have it's 'on completed' check start a 'queue' and request for the next ajax file you need and so forth. Then with the last AJAX request you have, put the variable change as a check to confirm all of the assets were loaded I put in the previous post up there. Don't allow the game to actually load (such as on player request with pressing start/space) until said variable meets said value.

  • For the stuff like audio preloading and requesting on ajax, be sure to set a variable once the requests complete/audio finishes pre-loading so that the title screen (or when starting the game) actually starts only when said variable meets the expected value?

  • New dialogue system.

  • It's in the actions for Touch controls. It's a trigger condition for Touch that says "On tap"

  • Kind of obvious (but I don't blame your possible inexperience) but did you try adding on tap to the sub-event?

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  • This looks amazing.

    Just curious do you plan on releasing the .CAPX for others to learn from?

    Yes, eventually.

    Great job LaDestitute, but I think that you have to change the character appearance, its name and the soundtrack used, just to avoid a copyright strike from nintendo in the future in case your game gets to the public.

    I already have that covered potentially, plan wise. I was planning on just releasing the final build for free use as is non-commercially (just put a copyright warning in the capx's zip), but I'm increasing tempted to replace the assets and eventually put it on the Scirra store.

  • It's probably just very detailed pixel art, so you'll need dedication and/or a lot of pixelart know how (such as proper shading techniques, etc)

    Source: I've been doing pixel art for +6 years.

  • Try disabling set angle.

  • > DEMO (non-Gamepad|DEMO (Gamepad)

    > CAPX (non-Gamepad)|CAPX (Gamepad)

    >

    > I made a modification of bbenny93's simple dialogue system, which can be found here. It's pretty much a reskin but it's retooled to work with a ALttP style spritefont and textbox. It has text skipping, letter by letter text, choice dialogues, all that good stuff! You can also see bbenny93's guide on how to make your own dialogue xml, which this version follows as well, structure wise with the xml file.

    >

    > It doesn't have avatars or animated textbox like the original but also has a tiny addition: an example of how to play music during dialogue via the xml dialogue file with a function. To start a dialogue (such as interacting with a sign), just call a function named "dialogue" with your xml dialogue section's ID as it's parameter zero.

    > [quote:1r9wozse]<Dialogue id='intro' key_next='32' key_faster='88' key_up='38' key_down='40' first_line_id='0' typing_sound ='typing'>

    >

    If you want to import this into your project, assuming you have all the basic parts of a project (keyboard, function, AJAX, etc), you will need to copy and paste the following objects into your project:

    [quote:1r9wozse]ProjectVariables (dictionary, global)

    Text Spritefont (named SpriteFont)

    Choice Spritefont (named SpriteFontChoice)

    Cursor sprite

    Choice_next (array, global, 10/1/1 size)

    Textbox sprite

    Typing and Text Done audio files

    SpriteFontImporter (array, global, 10/1/1 size)

    YourVariables (dictionary, global)

    Love it! Great work. I struggled a lot on my own to build such a dialog system without using XML (it's not supported on cocoonio). So I made it with a JSON file.

    What's the license of the capx file? Can I use it in my own game?

    I love your artwork!

    Thank you

    Regards

    Andy

    License would depend...I based it on another's capx but someone using it is fine with me. Though, keep mind, you'll want to change up the assets for the textbox/font as they're direct Nintendo sprite-rips and so are obviously copyright infringement.

    I also just updated both capxs and demos. This new change is better line wrapping!

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LaDestitute

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