fremachuca's Recent Forum Activity

  • hey everyone!

    need some opinions on how to better achieve a lighting system for a 2d platform game.

    my references are these:

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    this is what i have right now:

    im using around 1000 black square sprites, that follow the camera, and change their color from black to white, depending on "light" conditions.

    im using the lineofsight plugin to reproduce the shadowLight plugin. and using a simple distance thing to draw some light around the player.

    main problems:

    1 - well, its super mega uber not optimized, and runs really slow.

    2a - since the tile map blocks the line of sight (just like with the shadowLight) the actual platform terrain is 100% black (unless when close to the player, when i force some light there) this is really bad obviously because how are you going to play a platform game when you dont actually see the actual platforms!?

    2b - you could say, well, make the platform visual on top of the shadow. but then... its just going to look horrible! and defeats the purpose of even wanting to have this shadow going on.

    *why not use the shadowLight? well, first of all, it renders perfect aliased shadows and i dont feel like that works visually with my game. and, it has the same problem from "2a/2b".

    ideas??

  • awesome!!! ill definitely check it out asap!

  • 1st try:

    export gives PNGOUT.exe stopped working error. build completes. try to open windows 32 and 64 builds. both give red loading bar.

    2nd try:

    turn off png recompression. no more errors. build completes. try to open windows 32 and 64 builds. both give red loading bar.

    3rd try:

    turn off minify script. still no errors. try to open windows 32 and 64 builds. both give red loading bar.

    4th try:

    delete only 3rd party plugin from project (csv2array). still no errors. try to open windows 32 and 64 builds. both give red loading bar.

    5th try:

    open platform template. export. build works.

    ??????

    project details:

    my exported project is still very small. win32 and win64 folders are roughly the same size as of the template-platformer (67mb for win32 and 83mb for win64)

    7 layouts

    17 eventsheets

    ~90 objects (in object type folders)

    ~20 images (biggest image is 112x128)

    3 families

    0 sounds

    0 music

    1 .json file

    game runs with no problems on preview (both chrome and NW.js. althought the NW.js preview has some NASTY Vsync)

    construct 206

    downloaded NW.js today (latest version)

    ideas?!?

  • Colludium nope. small int values.

    if I convert each Array.At into a separate variable first, and then add all these variables it works.

    so it seems like some kind of multiple Array.At/expression limitation.

  • this is what im trying to do.

    the expression does the first "Array.At" and then stops, ignoring all 5 other "Array.At".

    any ideas?

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  • Magistross awesome! got it working inside my game!

    2 more questions (for now )

    the utility is awesome to test a couple of sequences out. but what I would like to is to have all my dialogue in a google docs spreadsheet so that it would be easier to organize, tweak and send to others to translate later.

    how could i make this transition from google docs -> DialogueDictionary ?

    AND

    is there a way to make a yes or no choice in the dialogue?

    for example:

    dialogue = "do you want to buy something?"

    option/choice = yes or no

    if yes "fork" to dialogue X

    if no "fork" to dialogue Y

  • Magistross

    thanks for the reply! It seems i managed to copy everything over to my project. Now I just need to get the dialogues workflow correctly (never used dictionaries/arrays before).

    To test things out I used the "utility" that comes with the system to generate 2 different sequences, and save them to the dictionary, and then download the .json file.

    Now what do I need to do with this file? How do I load this into the system?

    I already have a Function StartDialogue with paramenter "dia01" (key of one of my dialogue sequences) set up.

  • Hey there magistross. This seems like a really solid dialogue system!

    I just bought it from the store but I am a little lost.

    It would be awesome if you could make a simple "get started" tutorial on how to implement this into another project.

    Like, everything that needs to be copied, what objects need to be on the layout and how to have a couple of dialogues already loaded inside of construct 2. A quick how to, so that maybe in 10-15 minutes I can have this running in my game! Maybe show how to use the "dummy" layout, and get some dialogues being triggered there.

  • oooooh. good to know lol! removed the for loop! thanks!

  • awesome, the indexof expression worked. here is how I fixed it:

    thanks for the help blackhornet!

  • And how could I stop the loop?

  • Hey there evryone.

    Im having a little problem with my code here.

    This is what i have:

    I have a simple 6 slot inventory system going on. This piece of code checks if the inventory is not full (has at least 1 slot free) Basically if any value in X is 0, it means that slot is empty. The thing is, that it works in a weird way.

    I add items to the inventory until all 6 slots are used. The code runs and sets "inv_full" to true. Everything great over there. The problem is that if I delete any slot, other than the last one, It doesnt set the "inv_full" back to false. As soon as I delete the last slot (last X value in the array) than it sets "inv_full" to false.

    Ideas???

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fremachuca

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