LaDestitute's Recent Forum Activity

  • Yeah, this is some nice help, and a dialog editor later would be awesome! A couple of handful paid store dialog systems have dialog editors, so you adding one would create some nice competition, especially since yours is free? I think.

  • Hey, do you think you could make a version without the avatar faces? I'd would want to use that as a basis for the one I'm editing.

    Also, you might want to simplify the xml file format or at least provide some sort of guide on how to build proper dialogs. A question, if we're using say, multiple entities (npcs, signs, etc), how would you differentiate from them in order to tell the dialogue system which part of the xml file is for which npc/sign?

  • I'll PM you if I run into any issues with what I've made

  • Oh wow, this is really good. I might use this for my Zelda Gamekit, if you don't mind.

  • That's 120 events total, so you're over the limit. You may want to optimize your code logic to be under-100 before you attempt to debug this.

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  • How many events do you have in your main event sheet, if only one? The free version of Construct 2 has a limit of 100 events.

  • Hmm, maybe. I was attempting to find a solution but disliked having to reset a bunch of values, just to clear a file's savedata.

  • I've asked this before, but don't think I've ever gotten a concrete answer for this. I need to do this, since I will have a function to delete savedata for my Zelda Gamekit. As in the system save/load actions with the engine.

    I know from the manual that the save/load savegames are not stored in browser cache (but WebStorage or IndexedDB, instead), which are permanent storages and not affected by clearing browser cache.

    Due to that, I'm not sure if there's an easy way to clear savegames, whether it's an expression or some contrived hidden feature I'm not knowing about.

  • Yeah, it looks like you did it right.

  • I forgot to mention to set the "int" thing to the global variable.

    As for the other thing, in add event, select the object you want, go down to "Misc", and select "Pick by unique ID", and enter the global variable's name as the UID. Then just put a Destroy action in the event, and it'll only act on said object that matches the UID and nothing else.

  • Have you thought about using sine?

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

    int(ObjectName.UID)[/code:1wbqwtjv]
    
    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.
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LaDestitute

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