LaDestitute's Recent Forum Activity

  • Released a sort of hotfix tonight for both versions. Both have a minor change (integrating the music function into the main event sheet for the dialogue) but the gamepad capx also has touchscreen support now, if you want to test it on a mobile device (either via preview through lan/local IP address or the demo page)

  • I don't think there's much to this. As an example, I built a dialogue system (textbox and all) and it uses a function in xml files to do actions during new lines. One of them plays music, and it works just fine on mobile. (As I implemented touch controls too)

  • Did you check Configuration Settings in your project properties? What's probably suspect in full screen scaling settings (try turnin fullscreen off completely, though), high-dps display, and sampling, besides maybe downscaling. As well as possibly Pixel rounding.

  • I PMed you a bit ago so here's an example cooked up for you:

    https://dl.dropboxusercontent.com/u/589 ... ystem.capx

  • Having a global variable and using pick by variable-contents is a bit simpler but you could also get a bit more advanced and store the UID and/or variable via array or dictionary. My head's a tad fuzzy atm, so I think it's more efficient (cut out the middle man) by storing the UID directly to an array/dictionary, if you want to go the more advanced route.

    Dictionary (for the picking by UID action): Dictionary.Get("VariableName")

    Array (same): Array.At(0)

    (be sure to set the dictionary key or array to the UID before hand on creation, though, that may be an easy mistake to forget to)

    I'm pretty sure the inside of Array's At follows a 0 or 0,0 or 0,0,0 format depending on array size. (i.e, just zero for only 1d arrays)

  • This might help:

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  • By what oosyrag means, it's the main information you see below upon onn launching a debug preview. All your global variables, the cpu/memory loads, etc. It's called System, as noted on the list on the left side of the debugger.

    It's also true, monitoring things with System as the main focused debug window will give you significant fps drops. Switch to a different object, such as a sprite or an array and the fps will usually go up instantly, if not after a couple of seconds, jump back to 60 FPS or so.

    [quote:p0l6mu7u]So i added a textbox to show fps and cpu % during lan testing, would that be closer to what can be expected?

    No, as with the caveat above, a textbox or text object displaying fps will still suffer EVEN if you happen to keep the System view up in the debugger. Also, as for what Ashley said, he means the normal preview mode. It'll have "localhost:xxxxx" instead of "localhost:xxxxx/debug".

    Keep mind if you're seeing fps dps while not running System, you may have a bottleneck caused by one of your events and/or event sheets.

  • Create a global variable (name it ObjectUID or something), and right after creating the object, put this in between Create Object and Destroy Object:

    int(ObjectName.UID)[/code:3r0pkid7]
    
    You can then refer back to this with objects you want to specifically manipulate or destroy by choosing Pick by UID and using the global variable as the UID. A good example would be having the player pick up an object and using the stored UID to only manage said object and not any other instances around.
  • Updated capx and demo with gamepad support added.

  • 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:dyq50dbd]<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:dyq50dbd]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)

  • Nope, it's just you. I have the latest version of Chrome, tested the example capx...works for me.

  • Skype is stuck on attempting to connect to host, did something happen to the this group?

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LaDestitute

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