RedJesterStudios's Recent Forum Activity

  • It seems like I have to really dig to get any info on this topic, so I guess its time to make my own post, hopefully helping someone else looking for the same thing.

    I would like to have a simple dialog system in my game, and i really have tried several times to. So far the example by Laura_D is probably the closest to it, However anytime I try and tinker in it, it breaks down completely and stops working even just by changing the regular text to sprite text and nothing else.

    The other example I see is the ZeldaDialogSystem. That one is way too complicated for what I am trying to achieve.

    The issue is, That's it, no plugins or help of any kind, anytime I try and find solutions its the same two things. Maybe its just a lack of people using CS3, but I feel there should be some simple way to get branching dialog in a construct game. If anyone has more resources to put in this discussion that would be great.

  • First want to thank you guys for the help, its finally working. :)

    I now have it so that once its the enemies turn, it orders the enemies buy UID (it will be a speed stat later) then sets their "move_order" independent variable accordingly.

    Next it counts how many their are, so that it can compare that with the current turn number.

    Finally it goes through one at a time in ascending order, and toggles them "active", which in turn triggers the movement system I setup earlier. Then its just a case of adding 1 then comparing the two variables I setup, If it has gone through the same amount of times are there are enemies, it will start my turn.

    Hopefully I can slim down the process by working with this system more. The variables were what I was missing in the end, many thanks!

  • Hi all, quick question.

    I have my enemy movement setup in a couple functions so that they mark the tiles around them as moveable, then move to a random one that is marked. Its working as intended, but I would like to have them move one at a time, or at least staggered enough so that they can set tiles with other enemies as obstacles. One at a time is much preferred, but ill take what I can get.

    I know it'll be with loops but I cant seem to get any configuration working. I have never really worked with loops extensively, so be gentle.

    I feel this should be an easy fix, but have hit a real roadblock.

    Many thanks in advance for any help.

    Tagged:

  • Thanks for the feedback!

    What would you recommend instead of the "states Machine" for pawns?

  • Hello,

    I currently have it setup so that one "pawn" paths to a box, picks it up, puts it on a pallet, then repeats till all boxes are gone.

    Im using the "pick nearest" to select what box the pawn goes for.

    It works great with one pawn, but need to get it to work with multiple. Mostly having it so that when one pawn is going for a box, other pawns dont go for it, or stop going for it.

    Any help would be great,

    Thanks in advance :)

  • You do not have permission to view this post

  • You do not have permission to view this post

  • You do not have permission to view this post

  • You do not have permission to view this post

  • You do not have permission to view this post

  • You do not have permission to view this post

  • You do not have permission to view this post

RedJesterStudios's avatar

RedJesterStudios

Member since 2 Nov, 2015

None one is following RedJesterStudios yet!

Connect with RedJesterStudios