inquiesco's Recent Forum Activity

  • It's possible to put together a dialogue system with events that can be used for each of those 40+ planets - there's no reason you should have to create a unique dialogue with events for every single one individually.

    Can you please provide an outline of how you'd accomplish this? I'm perhaps not yet accustomed to the event systems to that degree. My plan was 40+ planets, each with dedicated vendors, so their own inventories and a window that would display their items, like looping through an array and outputting data. I'm not certain how I'd go about making a dialogue system without drawing text objects to the screen and a bitmap layer to replicate a window...

    Any links would be appreciated. Perhaps this could be moved to support as well?

  • Sorry for the delay, been in personal hell recently but have now emerged.

    My thoughts on this are based on an older build, installing the latest now, but what I wondered was if it was possible have a system by which we can create a separate logic tree dedicated to dialogue and be ableto trigger segments of this, rather than draw text objects to the screen and hide them for triggering in an event later. The last I tried this, I was making a merchant screen and was drawing text to the screen for every item the merchant sold, manually, and it was rather cumbersome given I'd have to do it for 40+ planets.

    Installing the latest C2 build to have a poke and see what else I can do to accomplish what I had in mind, but that is what I was thinking of.

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  • When I last used C2, I found there was no basic method to implement dialogue boxes without custom scripting. I find it strange to see such an integral feature to many games missing from the featureset, given the amount of features already provided.

    Are there plans to have any form of dialogue feature in place in C3, maybe based off global array variables?

  • TheWyrm I was confused when I read the badly-worded title and saw a well-worded post, haha.

    I also think that there is no 'road map'; improvements, new features and fixes usually come from community feedback more than planned iteration, as far as I know.

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  • polarsky Great bassline, and good to see another Aussie in the C2 forums, .

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  • Depends on how big your level is, for smaller games it'd work alright, but also note for performance reasons using a rather large sprite like that isn't recommended.

  • For a hide-ish effect, you could try maybe setting object visibility to initially be hidden, and when the objects are within the player's field of vision (using the LineofSight behaviour) to set the seen object to Visible. I'm not sure how to accomplish the field of vision effect, sorry. Maybe because it's 1:46am here, .

  • Don't use C2 image editor. It's only meant for place holder art or temporary changes.

    I echo this statement. You can make more detailed final assets with image editing programs and there are free programs, such as GIMP, to do this. Additionally, it's better for performance to create sprites of the size you want in an image editing program and then import them through the Sprite Editor, so they snap to that size and don't require resizing. Resizing the sprite object still has the same specifications as the larger version.

  • When selecting an object, on the left of your screen in the Object properties you can choose whether collision goes off the collision polygon or the bounding box. If you select the polygon mask option it'll check for collision based on your outlined shape, if you've made one with the Set Collision polygon tool.

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inquiesco

Member since 26 Jan, 2013

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