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  • Exactly, is there like a shader that could move the objects position?

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  • I'm trying to work this one out, not sure how to store the dialog, how to recall it, how to cross off dialog that's been discussed, how to display the dialog above the characters heads in sequence, how to add new dialog sentences upon game progress, etc. Basically, I have nothing! I think it would be fussy to store all the dialog in the game as strings, but I also don't know if storing and recalling externally would be much easier.

  • Pin locks the position, so you'll probably need to unpin it first, then re-pin after repositioning.

    Which is tricky if it's the character animation! Is there another way of repositioning?

  • It doesn't appear possible to reposition a sprite if it's pinned, but it's okay to scale it?

  • My sprites pinned, can I move it's position in it's pinned somehow?

  • I'm probably just explaining it poorly. Here's an example of it if it helps.

    https://dl.dropboxusercontent.com/u/542 ... ottom.capx

    Thanks for the example! Now, can an object have it's position manipulated if it's being pinned? <img src="{SMILIES_PATH}/icon_e_geek.gif" alt=":geek:" title="Geek">

  • The actions are a set position and set size action using the equations I linked to. I'll have to defer to someone else for further discussion or perhaps alternate solutions.

    Sorry R0J0hound I'm trying not to be stupid, I just couldn't quite work out where to put those equations!

  • Only "scale" is used in the set height expression. It's actually the same as if you squished the height with it scaled around the origin. The only thing that changes when you scale from a different point is the object needs to be moved.

    Right, so which action do I need to use to be able to "squash" a sprite from an image point rather than it's origin?

  • Using the expressions:

    Sprite.ImagePointX(point)

    Sprite.ImagePointY(point)

    Replace "point" with either the index of the of the image point like 0 for the origin, 1 for the first image point, 2 for the second,... and so on.

    ...or you can use the name of the image point.

    So, for instance, if I want to squash a sprite's height, do I use that in the set height expression?

  • You could also create a second image point and use that as the reference when you're scaling.

    How do you do this? I can make image points, I just have no idea how to reference it with scaling?

  • Try it. The math will make it scale from (centerx, centery) regardless where the origin on the sprite is.

    So, do I need to make centerY and centerX globals? What numbers should I set them to?

  • You can do it easily if you have basic knowledge of construct 2. (and if you know how arrays work)

    Set up each features on a different event sheet then call each event sheets on a principal sheet used for each Layout.

    Event sheet [Walking]

    Interaction between the mouse, the player sprite movement and the walkable areas (you can use an invisible object over the background as the walkable area you can click on)

    Event sheet [Dialogs]

    The display on screen, the selection system and the dialog trees for each Layout (you can use an array for this)

    Event sheet [Inventory]

    The display on screen, the selection system, the interaction with screen objects (you can use an array for this)

    Event sheet [Animations]

    What happens if you use the matches on the wood. A NPC running around a fire.

    Event sheet [Menu]

    Save, Quit, Sound, Music, Pause system.

    You can use Groups to organize each Event sheets for the different layouts or you have a very good memory.

    (Or you can give things special names to renember easily Day04-12-16)

    Hope this helps, with the arrays you can do everything except the pathfinding.

    https://www.scirra.com/manual/108/array

    That's actually given me some confidence to get started! So, for dialogs, what's the most efficient/least confusing way of storing all the dialog in the array? Or should it be loaded from an ini or something?

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Zebbi

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