509Dave16's Recent Forum Activity

  • To create a plugin you have to use the sdk template for a plugin or modify an already existing plugin which is risky. There are no other easier ways. I have the template zip file attached to my post.

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  • Divinity: Original Sin and Wasteland 2.

  • , you are welcome. The way I did the Saving and Loading of the JSON files was an attempt to strictly use Construct 2 Actions, which isn't the best because of some limitations. If there was a way to have a file imported into the Construct 2 project at Runtime using some kind of a System Action, then you wouldn't have to manually import JSON files into the project.

  • Hey, ! I'm kind of a noob when it comes to Construct 2, though I've been trying to discover some form of a "save" functionality that you just described for saving JSON. As it stands there is this tutorial(manual entry) called 'Using project files in Construct 2' on scirra.com. If you search for the 'Making level editors' section in the manual entry, it will describe some plugins you could use to save data, which are the Array and Dictionary Plugins. Both the Array and Dictionary Plugins have DownloadJson and LoadJson Actions which can be used to store the data in a file and load the data from a JSON string. You'll also need the AJAX plugin to request the JSON file. Below I'm providing an attached .capx demo project of saving/loading the JSON. I'm using Project files though so I had to import the test_json.json file that contains the saved JSON format of the Array Plugin Object that I used in the demo project to store a JSON string of the example_json.json file. It automatically asks you to save a file test_json.json upon running the project. And you can click the 'LOAD JSON' button to load the JSON format of the Array Plugin which was orginally saved and then imported into the project unfortunately. If you used the Request GET or Request POST Actions to call scripts to return/save the JSON instead of the RequestFile Action on the Ajax Plugin, you could bypass the need to import files and use the Array Plugin. And if you're interested search for this work in progress Plugin for parsing/forming JSON strings: '[plugin] JSON (import/export/generate/edit/inspect/...)' .

  • Well for example you could have un-movable Sprite or Text Plugin Objects that you've placed to act as the GUI elements like buttons, tab panes, right click menus, and the like . The trick is how do you populate the menu screens with dynamic elements like Inventory Items or Stats. Thus for example you'd probably have a json/xml file where Inventory Items or Stats are defined having a name, value, image name, etc.. . Then you'd use the System Condition OnLayoutStart I believe to trigger the loading Event logic you would create to load in those said Inventory Items or Stats. That logic would probably involve the Ajax Plugin to load the file and either the XML or JSON Plugin to parse the file. Then once you have all the data loaded into say Array or Dictionary Plugin Objects then you'd have to have additional Event logic to create instances of Sprite or Text Plugin Object Types. You'd also have to include logic that could determine where these objects need to be placed on screen and on what layer. Then for actual GUI control actions, you'd have to define say the Event logic that would display the information of an item in a pane upon clicking a Sprite Item Object in the Inventory screen. These are just some quick thoughts. I haven't created a menu myself. But I've been thinking it over and have had these ideas regarding how it could be done. You might want to search the forum for 'C2 Plugins and Behaviors List' to see if there are any Plugins/Behaviors that could help you with building a menu. There are many steps to developing a good flexible menu. You could probably start with a simple Main Menu of the game that would be seen on launching the game. In fact there's probably a tutorial that contains instructions/demo project that has a Main Menu defined. Best of luck to you in your Menu Making endeavors.

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509Dave16

Member since 21 Feb, 2014

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