blazah99's Recent Forum Activity

  • I've been searching the forums for several hours and haven't found out if its possible to make a game with multiple save files.

    I'm trying to make a visual novel game for the first time. It has to be able save a lot of different things so the player can pick up exactly where they last left off, and I was wondering if I might have to design work my design around for that ability.

    From what I've planned thus far after the player presses pause, clicks save, selects the save slot, I know I'll need to save; all the global variables, the array data, the current layout, the last line of dialog displayed from a .xml or .txt file.

    I have just started on the project and dont have a .capx file.

    If anyone know if/how to make multiple save files or what data for a visual novel needs to be saved please reply/post back.

  • OK so I have a setup like this for scrolling up and down in my game.

    <img src="http://s10.postimage.org/gxuaa0t1l/LL_Game_Scroll_to_Image_Height_Scroll_Speed.png" border="0" />

    Problem is when I add the GUI Layer it also scrolls and I don't know how to make it not do that.

    Also someone commented on my game and asked if it was possible to view the entire comic page. How do I set up it up so that on Right Mouse Click all layers scale to window height unless scale equals current comic height, if so scale back? Does this involve parallaxing?

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  • I don't know if this answers your question but if not its at least interesting.

  • Very close. The Sprite has multiple animations with multiple frames for that animation(ex: Happy has 3 frames, Normal has 3, Angry has 3). When one is clicked that animation is destroyed because the player tried that one and it wasn't correct, so he can't choose it again.

    I was also planning on their are multiple faces for the game(ex: Alex, Tommy, Jason, etc) so this structure probably wont work for that, or at least easily.

    I worked on it some more but it would be a lot of coding doing it this way but its closer to what I had i mind.

    HoverMenu.capx (r99) - almost got it

  • Ive been told that export as .jpg doesn't work with the .capx file only when you save/export it as the html file. So its technically not a bug, its just not a feature.

    Also, I discovered that the second bug was an eventsheet mistake on my part, so its not a bug. Sorry about that.

  • What do you mean by "the correct choice"? And you seem to be using the term "resources" and "points" in different contexts, could you please make it a bit more clear?

    Sure. The Player will have a sort of inventory, example: Happy Faces = 1, Normal Faces = 3, Angry Faces = 0. In the hover area if the player clicks on the Angry Face to try and place his own he can't because he has 0, if he clicks on the Happy Face if correct he uses up his Happy Face(setting his inventory of it to 0) but gains either a Normal, Angry, or even another Happy face and destroys everything in the hover area revealing the contents(having been covered up by other sprites) for the player. At some point in the game(end of page 11 since its a comic) it will add up the remaining total in the inventory for score.

    After I learn how to do this I want it to be able to destroy sprite objects elsewhere that aren't in that particular hover area unlocking pages, secrets, and other areas.

    At the moment I have the same sprite object holding all the different animations or Happy, Normal, Angry, etc if that matters.

    Heres the .capx file of the comic game I'm working on, it has a few noticeable bugs already. https://www.dropbox.com/s/xfqzwlhos8ja7em/LL%20Game.capx

  • I wanna make part of a game that while your hovering over an area with you mouse it will display a several of the same sprite in a row but each are a different animation. When one of them is clicked it will check to see if the player has enough points/resources and then check to see if that's the correct choice. If not one or more will be taken away, reducing the player resources, and that sprite animation disappears. If so a point/asset will be given increasing a value/resource, and the rest of the animations in that hover area, including the ones behind the animated sprites, disappear revealing what is underneath. I want the player to be able to hover, click, fail, hover elsewhere, comeback and try again if desired.

    I'm new to construct and I haven't gotten much setup yet so if I should have something like an array or instance thing or global variable etc I need to know. If you know of tutorial/s that would help that would be really helpful.

  • Im working on an fan comic point and click adventure game, my first game, and its experimental. It was pointed out to me that I needed to compress the images to make the .capx and over all project smaller.

    Heres the problem/bug. When I compressed the images and saved as a .jpg and set it to export saves as .jpg but it saves as .png it still saves as .png which makes the .capx file about 8mb. The difference in size between the two folders is 7.42mb vs 0.642mb. This is only 11 images and I planned for a lot more.

    Second bug. I set up my game to hide all but two layers at start and implemented controls that switch between layers depending on which Sprite.AnimationFrame was currently being displayed. Scrolling straight from first to last frame the 1st and last turn out right however the middle frames seem to display sprites from other layer which should be invisible. If you go back and forth between them it gets worse until you go straight from start to end or end to start.

    Ive uploaded a .7z file so that you guys and take a look at the entire project and the image files entailed in the problem. The .capx and .caproj files, along with everything else, are inside.

    Running Google Chrome 20.0 web browser, Win7 Home Premium 64-bit, Intel i3-2310M 2.1gb dual core, Intel Intgrated HD Graphics chip, 6gb Ram, 450gb harddrive.

    https://www.dropbox.com/s/tssb4qftrh7a7q7/LL%20Game.7z

  • Awesome it works now, thanks!

    Ive got a lot of other questions I wanna ask, should I start up another topic for each(if I can't find one), or a general topic? Is their a chatroom to ask questions? I noticed the current one isn't working.

    Again Thanks!

  • OK, now I can go back between two frames but I've got 183 of them. Is their a way to say set current animation frame to current animation frame + 1?

  • How do I setup a sprite with a single animation that's going to change frames, previous or next, by one frame when a key is pressed?

  • I might make a video tutorial of the basics... deltatime, lerp, variables, tips n' tricks. But my accent is pretty bad.

    If you think its understandable in english even just a little throw up a link <img src="smileys/smiley1.gif" border="0" align="middle" /> .

    tulamide Thanks I'll go through them and check it out!

    linkman2004 I dont suppose they have them in video format, I just may switch over to C2 <img src="smileys/smiley2.gif" border="0" align="middle" /> .

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blazah99

Member since 13 Feb, 2012

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