Milanbaudelaire's Recent Forum Activity

  • dop2000

    Thank you so much! I will check the FAQ. I saw this example on YouTube, so I went with it... plus the instructor said it was "simple". Lies!! Lol

  • I'm trying to make a simple inventory system for my game. I'm basing it off of the sample inventory project from Construct 2:

    https://www.dropbox.com/s/a21t52ct6evtm69/Inventory-1szq9x0sfx0rc.capx?dl=0

    It comes with a lot of comments, which is helpful, but I still don't understand a lot of stuff!

    Please take a look at the above capx file and tell me...

    1) Where is the part of the Events Sheet that makes the item disappear when clicked on and reappear in the inventory? I thought there might be some kind of "Destroy" command, but there's not, so I'm trying to figure out how it just disappears from the playable level and reappears in the array. Feel free to modify the capx with your comments!!! It will help me!

    2) I see Function.Param () a lot. What does that mean? What does it do?

    Rest assured, I will have more questions. Let's start with these, though. Like I said, feel free to add more comments and clarification to the Events Sheet. You really do have to explain this stuff like I'm 5 years old.

    Thank you!

  • Thank you my friend!!

  • My mind is blown. I won't even ask how you did that, because i wouldn't be able to understand it.

    Okay, I'll ask. How did you do that?! was it the & symbol? What does the & symbol do?

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  • I'm working with a sprite font, and an instance variable called "Name" for a sprite called "Item".

    I want the text to read: You got [Item.Name]. This way if the name of the Item is set to "a ball", the text will read "You got a ball."

    I'm been fiddling with this for 20 minutes. If I write: You got Item.Name , Construct will come back with a syntax error. I put Item.Name in parentheses, quotes, nothing is working. What should I do?

  • Great! I'm going to work on it all day today. Thanks for explaining that!!

  • Okay, I'm right on the cusp of understanding. With the simple game, I never really understood the purpose of curPortal, or how it worked. So I just gave mine random numbers.

    Okay. So, let's do this step by step. If you help me with the first one I can probably get the rest.

    From the Foyer, I'd like to:

    1) Collide with the yellow portal

    2) Be sent to Foyer A

    3) Materialize on the Left side of the screen, with the player sprite's feet on the "ground", on Layer 2. Eventually it would be great to change his animation frame so that he's looking to the right in side-view, but that's not important right now.

    How should I change my Instance Variables to achieve this?

    Thanks for being patient with me. I'm not a programmer.

  • Hi! I hope that worked.

    Okay, I think I see what you're saying, but I'm a little confused because the simplified layout change example I'm working off of ( https://www.dropbox.com/s/bxbgt3czuxq87lv/LAYOUT%20CHANGE%20EXAMPLE.capx?dl=0 ) doesn't have what I'll call "buddy portals" from layout to layout... you simply collide with Type 0 or Type 1 portal and the system reads where to place the player on the next screen, in this case at the player's last Y value and 25 pixels into the play area.

    What you're saying, I think, is that there should be "input" portals with a buddy--i.e., an "output" portal that specify where they materialize on the next screen.

    In the Foyer, the yellow (ID 1, Type 3, Direction 2) portal sends the player to whichever layout i denote is the Upper Layout (imagine two layouts stacked vertically, with one on top and one on bottom) and places them on the Left side of the layout towards the bottom of the screen. In this case the Upper Layout is FoyerA.

    There is no yellow portal in FoyerA, but there is a blue one... the blue portal (Type 4) sends the player to the Lower Layout, in this case FoyerB. Where they are placed on the start of the layout depends on the Direction. This blue portal in particular (ID 4, Type 4, Direction 1) puts the player at their last X value 25 pixels into the play area, because in terms of the "story" they're simply moving between different sides of the same long , narrow hallway.

    If, from the Foyer, the player had collided with the blue portal (Type 4) instead of the yellow one (Type 3), they would be sent to Foyer B and placed on the Right side of the screen near the bottom, because in terms of the "story" they would be entering the hallway from a different direction.

    If the simplified Layout Change example didn't have to use buddy portals, can't I do it that way too? Or is mine just too complicated and I need matching input-output portals?

    https://www.dropbox.com/s/8ki9vqkzjnv4eym/MURDER%20CASTLE%20GAME.capx?dl=0

  • Calling PLINKIE! Sorry, I didn't want to make a whole new post for this, but I'm not sure you'll see this.

    I got the portal working! The only thing I'm still having trouble with is the placement of the player on the new layout. Even though I have specified where the player should materialize after hitting each portal, the system just plops them wherever the sprite happens to be placed on the outside of the layout. I removed the sprite from the outside of the layout and then it didn't show up at all.

    Here is the new .capx:

    https://www.dropbox.com/s/8ki9vqkzjnv4eym/MURDER%20CASTLE%20GAME.capx?dl=0

    Do you have any suggestions on what I'm doing wrong?

  • Oh my God. THANK YOU PLINKIE!!! I would have NEVER figured that out!! Thank you!

  • Hi, this may be a confusing concept, but I will try my best.

    My game uses a lot of layout changes. If it was simply Previous Layout to Next Layout and vice versa, it might not be such a problem.

    There is an area of my game that, between Previous Layout "A" and Next Layout "C", there is Layout "B". Layout "B" is unique in that the player has the option to go to Layout "B-1" or "B-2". I'm drawing hallways for my game, and splitting a layout into to halves was the only way I could think of to give the player access to both sides of the hallway. You'll see what I'm talking about if you view my .capx(https://www.dropbox.com/s/3tm4azvmsgy1am2/Murder%20Castle.caproj?dl=0), but this is the basic idea in top-down view:

    Right now, I've got layouts prepared for A, B-1 and B-2.

    I've based my Event Sheet off of a simplified Layout Change .capx that a user made a long time ago to help me with the concept of changing layouts while maintaining player position (https://www.dropbox.com/s/nd4gmalux6qqilw/3ScreenLayoutChange.capx?dl=0).

    I've added Global Variables for the portals that tell the system:

    1) The name of the layout it's supposed to go to

    2) The position of the player on the new layout, whether it's Previous to Upper, Previous to Lower, Upper to Lower, etc.

    3) Whether the new layout is categorized as Previous ("A"), Upper ("B-1"), Lower ("B-2"), or Next ("C").

    Yet when I collide with Upper Layout Portal (*) the layout remains the same, but the player changes position, and when I collide with Lower Layout Portal (**), nothing happens at all.

    My understanding of Event Sheets is amateur at best, but everything looks to be in proper stacking order.

    What am I doing wrong?

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Milanbaudelaire

Member since 31 Dec, 2015

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