Evdog's Recent Forum Activity

  • Hey Rex, I've been working with this plugin (along with the CSV plugin, to make a dialogue system), and I've ran into an issue with varying font sizes:

    Is there any way to make it so the smaller text doesn't look like it's superscript?

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  • + On pressed Enter

    + Variable = 1

    - call function "xx"

    + On Touched Object

    - call function "xx"

    Even better! Just implemented this and it works great!

  • ErekT Okay, that's a pretty simple workaround. Thanks! ^_^

    I hope Ashley adds some sort of "Condition Bracket" in a later update, to bypass the need for extra variables. Is there a way, or place where, I can suggest a feature request for this?

    rexrainbow What you're suggesting, mathematically, is:

    "On pressed Enter AND (Variable = 1 OR On Touched Object)"

    I'm looking for "(On pressed Enter AND Variable = 1) OR On Touched Object"

  • When selecting/deselecting the "or" block with conditions in an event block, you end up with either this:

    • On pressed Enter
    • Variable = 1
    • On Touched Object
      • Do stuff

    or this:

    • On pressed Enter Or
    • Variable = 1 Or
    • On Touched Object
      • Do stuff

    Is there any possible way to get this?:

    • On pressed Enter
    • Variable = 1 Or
    • On Touched Object
      • Do stuff
  • Okay, that's a pretty simple workaround. I can see that getting quite complex quite quick with an RPG with a lot of characters, though, keeping track of all those numbers...

    EDIT: Just remembered that variables don't have to be numbers, and that text variables is a thing that exists. Thanks for your help! ^_^

  • Is there a way to create a sprite by using the name of the sprite, like how layouts can be called by name? (I'm using Rex's CSV Plugin to make a dialogue system and, when a character is talking, I want to have a sprite of them onscreen). Effectively:

      When Text = "sprite_alice"
      • Create sprite "sprite_alice"

    Is there any way to do this currently?

  • What "On any Touch End" is to "On any Touch Start",

    What "On Nth Touch End" is to "On Nth Touch Start",

    This condition is to "On Touched Object".

    If "On Touched Object" were renamed to "On Touched Object Start", and it to have a complementing "On Touched Object End", it would really help my project.

  • Derp. Just figured out the problem as I was trying to respond to your comment. Here's what I did to fix it:

  • Here's the .capx: https://drive.google.com/open?id=0B9cfa ... W90X2NhTTg

    I have implemented a "Tolerance jump" feature that allows for a player to still jump 0.2 seconds after falling off a platform:

    However, when Double Jump is enabled, the player can only do a single tolerance jump, instead of a tolerance double-jump. Does anyone know what I'm doing wrong?

  • I've been working with this lately, after reading this article: http://www.gamasutra.com/blogs/YoannPignole/20140103/207987/Platformer_controls_how_to_avoid_limpness_and_rigidity_feelings.php. Here's what I did to make a "Tolerance jump":

    Global number Jump_Tolerance = 0

      (Invert) Platform is on floor Trigger once
      • Set Jump_Tolerance to 1
      • Wait (however many) seconds
      • Set Jump_Tolerance to 0
      Platform is on floor
      • Set Jump_Tolerance to 0
      Jump_Tolerance = 1
      • Do stuff
      • Set Jump_Tolerance to 0

    Here's a .capx: https://drive.google.com/open?id=0B9cfa ... lEwa0RJODg

    I'm actually trying to figure out how to allow for a "tolerance double jump", when double jump is enabled...

  • Oh sweet! That makes things simpler!

  • Thanks man! It works exactly as I'd hoped ^_^

    For those wanting to use this in the future, I typed: "Set text to CSV.At(CSV.NextCol(CSV.AtCol), ActiveDialogue)"

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Evdog

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