Milanbaudelaire's Recent Forum Activity

  • Thank you so much!

  • Okay, I don't know what's going on here. It's been awhile since I've used Construct 2, but I've just downloaded the newest version, so something may have changed. To import a sprite strip, I remember right-clicking the animation frames window after importing a sprite, and it would give me options like Import Strip, Import Frame, etc.

    Now when I right-click, i get nothing except Duplicate and Thumbnail Size. There is no longer an option to import a strip.

    Where should I look/what should I do?

  • Hi!

    I'm creating a point-and-click game with additional keyboard input.

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  • You know how when you come across a mysterious note in a game, and you select it, and it pops up onscreen allowing you to read it while the rest of the game pauses, and then you press a key to put the note back down and resume the game? Yeah, that, lol. I think I can figure it out with just one note, but there are several notes to be found in my game.

  • You guys...

    THIS IS EXACTLY WHAT I NEEDED.

    THANK YOU SO MUCH!!!!!

  • Hi Plinkie!

    Okay, I did what you said as far as simplifying the layout changes. Please check out this simple example:

    https://www.dropbox.com/s/nd4gmalux6qqilw/3ScreenLayoutChange.capx?dl=0

    It works great, save for 2 things:

    • How do I have only 1 Player spawn on the screen at a time? Layout A spawns 2 Player sprites, even though I moved one into the margins. Like you say, it has to be on the screen somewhere or the system won't know what I'm talking about.
    • I'm trying to make it look like the Player is moving from room to room... therefore, when it exits on the right side, I'd like to have it appear on the left side of the next layout (and vice-versa), ideally at a similar X and Y position as the previous layout. That way, when the Player exits Screen A from the bottom-corner right side, he appears on Screen B in the bottom-corner left side. Right now, it's just being spawned in a meaningless spot.

    I know I'm asking a lot, but you have to believe me, I am not intuitive to this kind of logic. Can you please, please with sugar on top tinker with my simple .capx file (https://www.dropbox.com/s/nd4gmalux6qqilw/3ScreenLayoutChange.capx?dl=0) and reply with a working version?

  • I'm working on moving my sprite between layouts, based on this simple but brilliant .capx file:

    https://www.dropbox.com/s/5vatkqilropb9ui/LayoutChangePosition.capx?dl=0

    I have copied the logic into my project, but I have a few problems (Note: I am not a programmer; unless the solution is spelled out for me, I have no idea how to fix it).

    1) The simple .capx file above moves the sprite between 2 layouts, A <--> B.

    Right now, I have 3 layouts (and will have more). I need to know how to move the sprite A <--> B <--> C.

    I tried tinkering with the logic based on the simple .capx file, but it didn't work.

    2) My sprite is spawning all over the place. It's supposed to spawn at the position of the portals.

    On the first layout, it spawns where I have placed the sprite manually.

    On the second layout, it spawns in the margins somewhere.

    On the third layout, it is nowhere to be found.

    3) And lastly, I have defined a custom cursor, but it doesn't "appear" until the second layout.

    Can anyone explain, step by step, what I should do to fix these problems?

    Here is my file: https://www.dropbox.com/s/9eprtnqn26l0aku/LayoutChangeError.capx?dl=0

    Thank you for reading this!

  • OK, thanks, Plinkie! Thanks so much.

  • Yes, indeed! That is the plan... I've only just started making the game, so I will have dozens of layouts probably.

    I think I see what you're saying: consolidate all of the general gameplay logic onto the Main event sheet (organized into appropriate groups) and have Main feed into each layer-specific event sheet. Got it! Thank you!

    Which brings me to the million-dollar question: how do I know how to order things on the Main sheet? Group "Stapleton" will contain player movements. Group "Inventory" will contain logic concerning the inventory system. Group "Mouse" will contain logic about the mouse and cursor... et cetera. In my mind, since each group is totally independent of the others, it shouldn't matter which order I stack them in. But I know by now things don't work that way--if the groups are not arranged in a specific hierarchy, the game will not work. However, I can't understand any rhyme or reason on how to order the groups top-to-bottom. The trial and error method of rearrangement is fine, until I have a dozen different groups... then I'm screwed.

    I will re-upload a .capx file showing the group setup when I get home from work, but I would really love some insight on how to properly order things on event sheets (I could not find any helpful info about this in the manual, or on YouTube)!

  • I am so glad that you brought this up. Let's be friends, because I'm an idiot when it comes to programming, and I'm going to have lots of event sheet related questions.

    Okay, first: I'm getting a lot of information from tutorials on YouTube, and I learned to be more organized by using separate event sheets and funneling them into a main "super sheet".

    Are you saying, going forward, to ensure that each new layout uses "Main" as the default event sheet?

  • Can someone please tell me why my mouse input/cursor settings are not working? I still get the standard white cursor, and none of the actions that I've specified on the Main event sheet are responding. I'm using Google Chrome.

    Capx file: https://www.dropbox.com/s/iqa9q9avokv7c ... .capx?dl=0

    or

    https://www.dropbox.com/s/iqa9q9avokv7clg/CursorError.capx?dl=0

  • I just realized that I was switching the horizontal and vertical cell count... it should have been 8 vertical, 1 horizontal. Thanks for that link!

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Milanbaudelaire

Member since 31 Dec, 2015

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