Icecreamvamp's Recent Forum Activity

  • I did this with a tilemap:

    https://www.dropbox.com/s/o0m1gx5tmsfr293/RollerPaint.c3p?dl=0

    Damn I'm impressed by how well/easy this works. Thank you! Great job!

  • Hi, thanks for your reply. I tested it in a new project and it works fine there. In my own project though, it doesn't for some reason. I tried deleting the text effects (Pulse) that you can see on the left as well to try it out, but nothing changes. I'm not sure what could cause such a conflict.

  • So you mean to cut up the layer with multiple sections basically? It's very well possible and quite easily doable, though it isn't as elegant as I would like to achieve. Nice suggestion though.

  • So, just to put a challenge out there for myself (and others now as well), I decided to do a very small mini-game as found in i.e. Mario Party or Wario Inc.

    I would like to have a paint roller follow my mouse (that part is easy), and then I would probably need to leave a color or to reveal parts of another layer/object. The second one seems easier with a masking option. This reveal has to follow the width of the paint roller (minus a few pixels for a convincing effect).

    Then, there must be some check to see when it's finished. I.e. ''if 100% of layer "NewPaint" is visible.

    It's quite a daunting task but I believe it should be possible within Construct. Though I don't think I can do this alone ^^

    Thank you in advance for thinking with me!

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  • Hi,

    When I have text or a Sprite Font object, I can easily use bbcode when I adapt the text in the properties bar. However, when setting text to something new or global variables in an action following on a condition, BB code cannot be added. Is there something I'm doing wrong or some way to work around this?

    I tried it these ways: set text to "[background=#000000]USE "&ITEM_NAME&" WITH...[/background]" (nothing shows up here as a background)

    as well as [background=#000000]"USE "&ITEM_NAME&" WITH..."[/background] (here, the set text action doesn't accept the BB code because of the ''['' brackets. Thank you in advance.

  • Hey, just wanted to update.

    I tried to make it work for too many hours, but it's one of the elements of Construct that honestly kind of sucks. Sometimes it would be nice for certain options to have more sub-options, where the pin behavior and the drag and drop behavior only let the pinned-to object be dragged as an example (where I would like them to both move and I wouldn't even have had to create this topic). Or a better group possibility.

    Instead, tutorials for Jigsaw puzzles that I checked have messy and difficult workaround where variables serve the purpose of grouping together pieces with a common pin object that keeps on being destroyed and created, after which the dragging doesn't look clean either.

    It's one of those things that I would like to see managed differently, even more user-friendly like the RPG Maker series in a way.

    ANYWAY I'm sidetracking, I simply made a frame for the puzzle and linked the pieces to their appropriate positions instead of linking them to each other. It's not as elegant as I would have wanted but it works. Perhaps in another update I will get back to it!

  • Nice improvements! Feels more like a ship than a glider right now :)

  • I understand, but there is no specified starting point, meaning any piece or connecting two pieces could be the starting point. But perhaps I could make a variable that tracks if the imagepoints (the connecting points) are within 1 pixel range of each other AND if the object is pinned, and if both conditions are true I could give those pieces a variable of i.e. var=1. I might try this later today and get back to this post if it works.

  • Thank you for your answer, I know what you try to do but the issue is more that I would need something to check which specific pieces are connected to the one you are picking up. Just like with a real puzzle, you could start with any piece and start building the final image from that one. But if you would start with say, the upper-right corner and you connect four pieces there, and you then find the lower-left corner and also start connecting pieces there, you already have two different draggable connected sections. When I use your possible solution I would essentially give all those connected sections the same variable and they would all drag over the screen whenever I drag a single connected section.

  • It's still kind of difficult to work out what's going on and why Pin behaviour is necessary. You are dragging sprites around then you use set position right? What does the addition of Pin do? To relate them to each other you can use instance variables, objects that have the same value can be picked and move together.

    The addition of Pin makes sure that when you pick them up the ''newly created'' filled in piece of the puzzle moves as a whole. Could you give an example of how to do this with instance variables? Cause that got me confused.

  • Just to visually clarify what I'm doing, and I also just noticed that as it is now, I can only pin the relative bottom/left piece to the top/right piece and not the other way around or a single piece in all four directions, as it simply unpins the last pin if it was already pinned which causes issues when you i.e. pinned the top left piece to the right adjacent one, and then you want it to pin to the bottom adjacent one (it will unpin the right piece again).

    But anyway, my previously described issues remain to be true.

  • Yes,that seems very well possible. Other than making the grid look tight, tilemapping wouldnt even be required though.

    I would go about it like this: add the orange spaces to a family, or track if the player is on top of them by using their UID, or a global variable that stores a name of the tile however you want to name it.

    Start out with a global variable as zero or one depending on where your pawns start (before or on the first space) and add the number of eyes on the die to that variable each time you roll. Then, accordingly, move the player to the space belonging to the stored variable.

    To check if they are on the space check if the player Object is overlapping either one of the family objects that you created or on top of a field with the UID or global variable belonging to the orange fields. Then also add the condition that the die must not be active (i.e. boolean true when rolling), and that a card draw must be triggered once after the player Object seems to be overlapping an orange space. This once can also be done by a Boolean such as "CardDrawnThisTurn is false" as a condition, making it true after triggering the event, and making it false again on your next dice throw.

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Icecreamvamp

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