Monokkel's Recent Forum Activity

  • By multiple lines of text, do you just mean a line of text, then another line underneath, stored in the same object? If you are, then you can just build your text object with 'Line 1'&newline&'Line 2'&newline&'Line 3' etc.

    Exactly what I was looking for. Thank you!

    Like said before 'newline' works, for randomization you could use single string with something like ;name1;name2;name3;name4.. and then randomize it with tokenat(ceil(random(tokencount(..))), ";").

    And that's an even more economical solution. Thanks!

  • That is certainly another possibility, but it's still more complicated than just storing it in a string. If it is impossible to have multiple lines in a string I'll certainly use some such workaround, but I'm quite perplexed if this is an impossibility.

  • I'm currently working on a basic random name generator for a game. I did a quick search to find if it had been done before, and found this example for Construct Classic by R0j0Hound:

    dl.dropbox.com/u/5426011/examples4/randomname.cap

    This name generator is based on simply picking a random line in a text object. However, I can't seem to be able to create multiple lines of text in Construct 2. Has this functionality been removed, replaced by multiline formatting? I feel like a complete fool having used quite some time trying to figure out how to create multiple lines of text.

    I have found my way around it by creating a list object, and using events to select a random item in the list, and change a text object to the text of the selected item in the list. It works, but it is hardly elegant. Could someone help me out with what should probably be an exceedingly simple request to solve?

  • aktarus

    Yes, you are right. One of way to create tiles/chess is using "for" condition, so you could use loopindex("x") , loopdindex("y") to assign the logic X, Y index.

    That's quite the list :)

    I think it would be a great addition, as much of the point of isometric projection is to create the illusion of depth, and having a z-dimension greatly increases this illusion.

  • I have a few of suggestions for future inclusions in the plugins if you are looking for input:

    Diagonal isometric movement like the blue ball in this image: kirupa.com/developer/isometric/images/ball3dcompare.gif

    The possibility of creating a 3D tile grid with CubeTx. So far it seems only chess can have a spatial z-dimension, which makes creating playing fields like this more difficult: filebuzz.com/software_screenshot/full/isometric_turn_based_strategy-440698.png

    Finally, isometric hex projection would be awesome:

    i.imgur.com/63O22.png

    Your plugin is already fantastic, but if you are looking for ways to improve it even further, those are at least my most wanted features.

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  • I just had to pop in and join the choir in praising you for what an amazing job you're doing, rexrainbow. You've almost single-handedly made me switch from Multimedia Fusion to Construct 2. Keep up the good work!

  • Yeah, that might be a good idea, ramones. Bartosh's method is tempting since it is basically exactly what I'm looking for, but having to convert it might be a pain, and I have no idea how efficient it's going to be. After looking closer at 00Rez's I'm getting more optimistic that I might be able to tweak it the way I want it.

  • Thank you, Arima! And I was certain I was up to date. I'll see if it is possible to rework this to Construct Classic (that is unless anyone knows of anything with A* and custom movement cost for Construct 2.

  • Thanks for the reply. I checked them out before making my original post, and while they do indeed use A*, they seem to be only useful in calculating a simple path between obstacles. What I need is the ability to assign different movement-costs for different terrain types and such, in a way that is customizable at runtime as to make for better AI.

    Bartosh's description of his .cap mentions all the benefits of a proper customizable A* algorithm. I might be wrong in thinking that none of the plugins will be able to do what I ask for, but it does seem that way.

  • Seems this was harder to answer than I thought. If there is no one who has found a good way to implement proper A* pathfinding in Construct 2 yet, I'll attempt to do it on my own by converting Bartosh's old example from Construct classic.

    However, I'm not able to open it up in either Construct 2 or Construct Classic (Classic tells me the file is from a too recent version). Does anyone know how to open the .cap-file? I hope someone is able to help me, as I'd prefer to use Construct for my next planned game.

  • Hi. I'm new to Construct and to this forum, but I have quite a bit of experience using Clickteam products. I've been looking at Construct for some time, and I'm so impressed with what I'm seeing that I've frankly been looking for an excuse to switch.

    I'm currently attempting to make a turn based isometric dungeon crawler for tablets, and I've been running into a lot of issues attempting to create it using Clickteam products. Searching for solutions to my issues I came across a post from Bartosh on your forum:

    scirra.com/forum/array-a-pathfinding-for-a-turn-based-game_topic54260.html

    This post seemed to contain the solutions for all my problems: Easy conversion to isometric, different movement cost for different tiles (including AI preferences), easy integration with arrays ++

    However this example was made for Construct classic, and (if I've understood it correctly) not nearly as portable to different platforms as Construct 2.

    Thus I'm wondering whether doing something similar with Construct 2 would be possible and efficient. I can attempt to do the converting myself, but being unfamiliar with Construct I'd like to know if there would be some likely issues. If there have been made examples of other ways of creating this sort of game in Construct I'd like to know about them as well. I've done what I consider to be a pretty thorough search of the forums, and I can't seem to find anything that fits nearly as well as how Bartosh describes his method.

    If anyone have any suggestions I will be very grateful, and if they turn out to be good enough I might just become a Construct convert <img src="smileys/smiley1.gif" border="0" align="middle" />

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Monokkel

Member since 5 Jan, 2013

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