brushfe's Recent Forum Activity

  • Thanks very much for the clarification!

    The current setup does create a strange user experience: "layers" means something very different in the editor vs at runtime, but I'm not sure C3 users would ever think about it that way.

    Certainly for global layers, there's (currently) no reason to think that creating it dynamically would just be an empty layer with the same name. Up until runtime, using the name of a global layer overrides an empty layer and forces its objects into existence (which i think is the cause of the above expectation/confusion)

    But if that's the intent so far, it sounds like a feature suggestion should be made?

  • I just fell for the same thing... It seems dynamically created global layers don't create the objects on that layer?

    I can get it to work using the method mentioned above — for example:

    But it's a labour to have to manually recreate every single object with events (and keeping those events reflective of any future design changes to that layer).

    Unless I'm doing it wrong? Otherwise I'm not sure what the point of dynamically creating a global layer is, if not to bring the objects with it? (like how the editor does it, when you add a global layer to a layout)

    AVIX If you end up recreating another suggestion for this, please link it here!

  • Ah OK — it took me a while to develop the habit of switching from x/y to tileX/tileY. The Tilemap.PositionToTileX / Tilemap.PositionToTileY expressions are really useful for converting them.

    Good luck with your project!

  • Variables seem to work fine on my end (see below). Is this what you're trying to do?

  • There's a lot of different ways to achieve this, depending on your game's needs.

    To mark a level as completed, a simple way would be to create a series of global variables in your event sheet. These would be booleans, called "Level1Complete", "Level2Complete", etc. Because they're global variables, they'll retain their data from layout to layout.

    You could also create a Dictionary object, with keys named that way, and set to either 0 or 1. If there's going to be more information about each level you want to store, consider an Array instead of a Dictionary.

    However you choose to store these flags, you'll need to add a system condition called "On Start of Layout" in the event sheet for the level select. This only runs once, and it's useful setting things up before the user has control or sees anything.

    Now you can add sub-events to your On Start of Layout condition. Using the simple global booleans, you can add events to each one to see if it's true, then unlock the level if so (such as "If Level1Complete is True, destroy LevelIcon"). If you use a Dictionary or Array, you can do the same (and more) in a more elegant way.

    Hope that helps!

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  • Let us know what you end up with! I'm sure a lot of people would love to know!

  • I have seen some games slow the player and camera speed while on stairs, to give the sense that they're climbing up or down. Sometimes it's coupled with a unique walk cycle animation. Food for thought!

  • Sure thing! Maybe your last idea could be accomplished by altering layer scale - check out the manual entry for more on that!

  • Right, yeah it's an unfortunate reality that letters need a minimum amount of pixels to be legible!

    There's some tiny pixel typefaces out there, which can do wonders with three/four-pixel-high letters, but that might a bit much with full dialogue.

    I've found it beneficial to base the resolution on the finest detail in the design document. If dialogue needs to be there, find the smallest pixel typeface you like, then build the ui and graphics out from there.

    It sounds like you'll have to go to 480*270 with 2x scale graphics to make it feel like 8*8, but still have your type legible. You mentioned this might cause some annoying issues, but you'll have to weigh those and decide.

    All said there may be a technical approach in construct with layers, using layer scale, canvas, etc. But that's beyond my capabilities, so hopefully the much more qualified users here can tell you that! :)

  • What resolution are you working in? And how long is the text you want to display?

  • Great work! I felt the stress immediately! It's a lot of fun already and you could definitely take this idea a few directions. Some quick thoughts:

    - I think overall your point about repetition being a fear will make designing this game really fun. The mechanics are great, and you could have a blast adding variety to this. Are there drunk patrons that you want to avoid serving? Are there animations or bonuses for serving a streak of five customers (he's on fire - nba jam)? Does someone get a promotion at work and buy a round for every customer at the bar?

    - The overcooked "how many orders can you fulfill" was the first place I went for 'goal'. But you could add values to different drinks or patrons to spice that up (if a group shows up, they order three drinks at once, but you get more points if you pull it off).

    - It forgot who did what. Eventually cashier = money = green made sense, so maybe each worker having a different colour shirt would help (if this a broader issue)

    - Maybe more visual emphasis (e.g. bigger animations) on the actions besides progress bars would help the player keep track of what actions were happening, and when the action has ended.

    - After I got the hang of it, I wanted the workers to switch tiles faster.

    I hope you keep exploring it!

  • These are fantastic! I've added one to our project already. Thanks very much for sharing these, and I hope there's more quality effects from you in the future!

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brushfe

Member since 21 Jul, 2013

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