Yswellin's Recent Forum Activity

  • SPOT ON! THANK YOU!

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  • Bump? Kyatric? Ashley? Yann? Tom? Bueller? Anyone? Anyone?

  • Hi all!

    I have been using Construct's built in save/load game feature, but am wondering if I am doing it incorrectly.

    When the player presses escape, they are brought to the pause menu, which is on a different layout, where if they press save, the game should be saved. and if they press load the game should load. However I don't think either one is happening.

    If I click on save in the pause menu, and then click on back in the pause menu, the layout I was on previously will not retain the objects or their status that were there when I pushed the save button. Nothing happens when I click load.

    Is this because my save/load commands are in another layout? Do I need to have the save/load commands on the same layout for them to work properly?

    https://dl.dropboxusercontent.com/u/93047429/test.capx

    Thanks!

  • Hi guys,

    Is there a way to replace the tiled background event/object with sprites in the autorunner example (look under new projects).

    I would like to have, instead of the one tiled background,I would like to have a little bit of variety in my autorunner's ground. I thought perhaps a sprite with several different frames, and then an event spawning random instances of those sprites one after the other, but that would take up a ton of memory, wouldn't it?

    Help!

    -Ys

  • Thank you for both! Yes you are right it is easier to make in C2, but the problem is the text I'm working with is extremely long : Tender Buttons by Gertrude Stein - so for example, a carafe, her first poem, is 3 paragraphs).

    http://www.gutenberg.org/files/15396/15396-h/15396-h.htm

    That's why i was wondering if having a text file of the poems would have been easier, since i could just call a line, instead of having to have the whole poem be put in to c2 as a variable or a text object or whatever

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  • omg! YES!

    I don't really understand how it works. Would you be able to comment that capx or leave another reply.

    example: I'm guessing wasteland.txt was in the project folder before being exported or saved as a single capx file?

    i'm trying to do something like this. where if the player clicks on the teapot it says one thing from the txt file (say, line 1) and if the player clicks on the plates underneath it says another (line 2). I can make invisible sprites for this.

    <img src="https://dl.dropboxusercontent.com/u/93047429/teapot.png" border="0" />

    omg. you're the best. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • b...bump? :(

  • Hi all! Been awhile!

    I want to know if it is possible to do something like this:

    On mouse click on an object

    • a text box pops up
    • in that text box, it reads from a specific portion of a given text file. let's use a txt file of the first four lines of The Wasteland (copy and paste into notepad or something):

    April is the cruellest month, breeding

    Lilacs out of the dead land, mixing

    Memory and desire, stirring

    Dull roots with spring rain.

    So there would be four objects/sprites, and on click, each one would call from the wasteland.txt file, a specific line from the poem and only that specific line.

    Could someone help me out with a description of how this could be done or a capx?

    Thank you!

    Ys!

  • Alright, I've finally made some progress on this thing. Here's what I've got so far, it's not actually that complex, but it does require families.

    Map.Capx

    Basically, rather than taking a collision-based approach to it, I've used the player's position as a reference for where it should be on the map and which parts of the map are explored.

    It's based around setting up the 'grid' in the level editor first, but in theory it could be set up in reverse in the exact same manner. But I prefer it like this, for now, as it's much easier to plan out and build your layouts in that way, as the map will generate itself accordingly.

    It's a bit basic so far, you gotta hold down the 'm' key to show the map, and the map won't update until you reach the top-left corner for some reason, but it's a start.

    Edit: Nevermind, found the issue. It's working perfectly. Now, to update the cap with documentation...

    I just had to give you props, this is smooth as hell.

  • http://dl.dropbox.com/u/93047429/omegaRelayTest.capx

    So here's a kind of half-working CAPX to get you started.

    I can't seem to make the animations go back to their original frames once they have already been hit - maybe someone else will be able to solve this dilemma for me/us. It's been driving me crazy in my own projects too, and I'm sorry I couldn't do more!

    I just checked out the youtube for omega race - if you want an invisible wall, make the starting frame of the animation blank. Then, on collision, add a wait command once the next frame has been triggered, for a second or so, then have it go back to the original frame. I have to step out but I'll post a capx of what I mean in a bit.

    Hope it helps!

  • Sooooooo, no?

    I have literally, absolutely no idea what you guys are talking about.

    I am exactly construct 2's target market.

    :D

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Yswellin

Member since 13 Jun, 2012

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