NoticEmpire's Recent Forum Activity

  • I really wanted to avoid having to manually check each variable, but I guess I have no choice.

    Still though, I saw a response on of the posts you linked that mentioned using js and the eval function, but unfortunately that didn't work when I used variables instead of regular numbers.

    Is using javascript not a possibility to solve my issue, or will I HAVE to do what you did in your parser example and check if a string is a variable name for each variable I might use?

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  • This is going to sound kind of weird, but my dialogue system has the dialogue stored in text files which is then read through ajax and gets used in game. The dialogue currently supports branching paths, neat dialogue effects, etc.

    This is what it looks like at the moment.

    What if I want to check variables to see if dialogue is available? Let's say certain dialogue should only play if a quest is completed. This is easy to do from within Construct itself, but as all the dialogue is stored in these texts, I was hoping I could write the check within the file itself.

    Within the dialogue file it would have something like testingvar=1 or testingvar=true. My testing file uses the example testvar=1 While the screenshot shows the check testvar=1 as part of the branch name, in my game it is properly separated after being read. However, after isolating this expression from the rest of the text from within Construct, it is still represented as a string. It isn't an expression that Construct can actually check.

    Is there a way to convert a string to a readable expression? If so, how do I do it?

    Any help is appreciated :)

    (I apologize if this is hard to understand or read, it's kinda difficult to explain what I'm doing here.)

  • It's not on phone, it's running on Windows 10.

  • Object count remains the same, I probably should've mentioned that as well.

  • Leaving the game open for a while makes it use more CPU and makes it drop frames. Yet I don't believe I'm the cause of it because in the Profile tab in the Debugger, Event usage remains the same. Frames don't drop over time unless the game is left alone with no inputs, and spamming left click brings the FPS up and lowers CPU usage.

    The only section that gradually increases over time if the game is left idle is the Engine's CPU usage.

  • I've requested access to the google drive.

  • Most threads I could find on the subject were years old and all had dead links.

    Does anyone have the GamesWarp Normal Map FX? The links they've provided before all go to a dead website and I was hoping someone might be able to link it over to me.

    Any other Normal Map FX would be appreciated, but preferably they'd allow multiple different light sources.

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NoticEmpire

Member since 23 Aug, 2018

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