temple1997's Recent Forum Activity

  • So, a couple of years ago I made a game in college using Construct 2 and we uploaded the game to the scirra arcade. It was called Green and Blue, if I search "scirra arcade green and blue" in google it's the top result. But whenever I click on the link it takes me to the construct 3 arcade home page.

    Is there any archive or anything or anyway to find the online version of my game? I'm trying to find it again to maybe recreate it, I just want to play it and see what I did all those years ago as inspiration is all.

    Thanks in advance.

  • Thanks, this is by far the most helpful answer I've been given.

  • Okay so I have a save function on my game, it saves the game and then writes the SaveStateJSON to file; you can then load the save from the Main Menu or In-Game. I want to get it so that when you hover over the Load Last Save button from within the Main Menu a piece of text will become visible, of which it displays the system Time and Date of the save.

    I can get the hover function working myself, I'm just at a stand still with how to save the system Time and Date to a file that the game could read from the Main Menu without loading the full save file.

    Any help would be greatly appreciated, thanks!

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  • I have a door sprite and an invisible TriggerBox sprite for said door, the door sprite has 2 frames: Open and Closed. When the character overlaps the invisible sprite, it launches an event which sets the door sprite frame to open and plays a DoorOpen sound. The door stays open, and the sound only triggers once.

    All this works totally fine, but I have multiple instances of this Door/TriggerBox duo around my game; how do I make the event target the singular object that the character opens instead of all of them. At the minute, I'm testing it with two buildings that both use the Door sprite and invisible TriggerBox sprite for said door. But when I walk through one of them, it changes the animation frame for both doors.

    The "Animation frame = 0" is just to make sure the door stays open when opened.

    I thought that the "For each" event would actually do this, but I guess not. Any help would be greatly appreciated, thanks!

  • I've done that in the past, but I don't like the way it looks; it takes a lot of screen space up and makes the game look really messy, even more so than it already is.

  • Let me add to this, I know how to change text colour through events and actions easy enough. But what I want is the text to change to black or white accordingly to what colour is behind it, so if it's dark and black: the text will change white. If it's bright and white: the text will change black.

    Now I'm pretty sure you can do this with Effects and Blend Mode, but I can't get it to work. Now I don't know if it's just because I'm stupid and doing it totally wrong or getting one little thing wrong, but if anyone can help me that'd be perfect.

    Right now I've got it set so that it changes the colour of the text to white when my time system hits evening, and back to black when it hits dawn.

    (If you can't see the black/white text appear in the bottom right corner, zoom your browser out, sorry)

    This isn't as useful because there are some sprites in my game that are really dark or just straight up black, when the text is over these sprites through the day it's just impossible to see it; same goes at night, when the text is white and over brightly coloured sprites it's impossible to see it.

    If someone could help me with getting around this without having to mess around without using the "Object overlapping" event as much as possible, that would be perfect. Thanks.

  • In your character create a new Number Variable called Sleep TImer. Have it's default value at 0.

    Since your game is a touch game, I assume you have sprites that you have to hold to make your character move. You'll want to create a "If Touching Object "the area(s) you touch to move your character" and invert it, then create a sub-event of "Every 1 seconds, add 1 Character.SleepTimer". Then you'll need a "If SleepTimer = 5, set 'Sleep' animation" and a "If SleepTimer <5, set 'Idle' animation". You'll also need a "Is in Touch" with a sub-event "Every tick, set SleepTimer to 0".

    Bare in mind, I've never worked with Touch before so it may be wrong; but it seems like the general idea to follow.

  • So it seems to been a problem with pathfinding after all, when it arrived at the outside waypoint it would neverendingly calculate paths back inside without being able to move along them because they were indefinitely changing.

  • I'm sorry, but I don't fully understand what you just did there. The only problem that I'm having is that the NPC will walk away like it's supposed, and then wait for whatever time the player sets to return and then return.

    So if the player sets 7 AM, and it is 5 AM, the NPC will wander off; but when the time system hits 7 AM I want it come back. As far as I know the above events should work, putting it basicly: I want my NPC to read when the Time Hour and AM/PM is equal to what the Scavenge Return Hour and AM/PM is.

    Is TimeHour = to ScavengeReturnHour?

    Is TimeAM/PM = ScavengeReturnAMPM, if true: NPC|MoveAlongPath

  • It actually looks pretty interesting, keep us posted. However, I recommend making the character shoot to the direction of where the mouse is, ore at least to the side of the screen the mouse is on. It's a little difficult to dodge the oncoming enemies and shoot at them at the same time.

  • We can't actually use your link, as you're reputation points are too low; and the edit shortens your URL so we can't even copy and paste it, until your reputation points are high enough I recommend using a link shortener and just pasting the raw url so we can paste it into your browsers.

  • If you want help you'll have to explain your problem a little bit more than that, show some pictures of your events that do this or give us access to a .capx and we'll be able to help.

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temple1997

Member since 22 Feb, 2016

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