Zebbi's Recent Forum Activity

  • EDIT: R0j0hound's new and improved version with MUCH tighter events! https://dl.dropboxusercontent.com/u/542 ... y_mod.capx

    Okay, it's based HEAVILY on the brilliant idea of AlexFrancois and I used his post example as a launchpad (here's the original post: how-do-i-make-a-simple-inventory_p934190?#p934190)

    I've hard-coded a lot of the stuff, so preferably a forum genius could tighten the code up and optimize it so it's more dynamic for folks wanting to use it without learning through the code, but here goes, v1.0 of the Z(ebbi's) A(dventure) G(ame) E(ngine) Inventory source! https://www.dropbox.com/s/cfbhwiuhjvbux ... .capx?dl=0

    Feel free to use it, if it's actually of any use to anyone, as you can see, there's a couple of variables to sort out the current page, I WISH I could have gotten modulo to work to decide how many pages there need to be (for instance, if there's between 1 and 3 over the remainder of a division of 4) but so far, this will work for up to 16 items, more can easily be added by adjusting the code.

    Hope it's of use, I'll keep working on the rest of the engine and sharing it as it's completed. PLEASE feel free to improve it and tidy the code and post you're updates, it could definitely do with it! <img src="{SMILIES_PATH}/icon_e_confused.gif" alt=":?" title="Confused"> <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing">

  • Dunno, i use Fullscreen scaling: Low Quality + 1280x720 canvas size to make my games render faster on these WQHD and 4k mobile phones, same thing as TS requested. Maybe something like Fullscreen scaling: Low Quality + OriginalWindowWidth*2 x OriginalWindowHeight*2 will double the resolution, but not sure about stretch after the scaling.

    maybe doing an extra *1.2 on the height might work?

  • > Did this happen?

    >

    Yeah, System > Set Canvas Size

    What's the correct way of doubling the resolution to x2 (or tripling to x3, quad with x3, etc) and resizing the height by 1.2 to create old-skool rectangular pixels? Like how they aspect correct in SCUMMVM by doing a scale and changing 320x200 to 320x240 after the scaling?

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  • Did this happen?

  • If you notice a lot of old games were designed at 320x200 to be stretched to 320x240 so the pixels were rectangular, I've tried a scale shader on the layout that makes the vertical height 120 to emulate the 1.2 height difference, but it was inconsistent looking and needs to be applied after the screen size is upscaled higher than 320x200 (x2, x3, x4, etc), is there a good way of doing this in C2? ScummVM and dosbox have aspect ratio correction using shaders, but I'm not entirely sure how to do this in C2?

  • Thanks, that's really helpful! As promised, here's a bit on SCUMM dialog by Ron: http://www.pagetable.com/?p=614

    [quote:309g84je]This is the command that walked an actor to a spot.

    actor sandy face-right

    actor sandy do-animation reach

    walk-actor razor to-object microwave-oven

    start-script watch-edna

    stop-script

    stop-script watch-edna

    say-line dave "Don't be a tuna head."

    say-line selected-kid "I don't want to use that right now."

  • I used variables and text in a specific event-sheet, triggering them on purposes. It's easy to translate later, easy to manipulate the event-sheet out of C2 (it's a xml), easy to follow and organize (just drag and drop), easy to change, and it's visual, searchable, fast =]

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    Really? Sounds interesting, how did you associate the variables with dialog lines in a readable way?

  • A slightly simpler solution without using arrays:

    Use System condition|Compare two values:

    If (value-1%4) is equal to 0

    and value > 8

    Set button visible

    else Set button invisible

    Hmm, I tried

    Inventory.Width-1%4 = 0

    But it only seems to work when there's 1 item in the array (after having 0 items in the array) but not again on 5 items?

  • It certainly could be useful, however, the file data format is probably not the first issue to worry about... unless you went for XML. XML might be the more logical choice actually... given its versatility.

    Trying to figure out where to start! I notice Tim Schaefer and Ron Gilbert have mentioned on numerous occasions of writing the dialog directly into the code, obviously they would have different lines for language translations and such, but they nevertheless mention writing it directly in the code, which in this case would be ScummC or whatever he called the engine. Al Lowe did the same with LSL if that's important. I doubt writing hundreds upon hundreds of lines of dialog in a separate event sheet would be as flexible as external file, though, would it?

    I'm also thinking about line length, that would be done using a multiple of the character count of each sentence? So, long sentences would last on screen longer than short ones. Then there's voice talkie, if that were to be considered, every line would have to have this character length/on-screen time ignored so the line changed when the sound file was finished, should talkie be enabled.

  • I want to display a button if a number is exactly a multiple of 4+1 (after the initial 8), so every time the number is 9, 13, 17, 21, 25, etc, but not if it's between those, so I don't want it to display if the number is 10-12 inclusive, 14-16 inclusive, 18-20 inclusive, I'm sure I can do this with mod, but not quite sure how to input this in the expression editor?

  • Magistross perhaps this could be useful?

  • Having a bit of trouble determining if I should have a second page with the scroll or not, not quite sure how to effectively test if theres more items than can fit on each page.

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Zebbi

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