HenryPK's Forum Posts

  • Btw guys calm down, don't be mean to each other sksk >u<

    I found it a little confusing when I installed my first plugin too.

    Glad that there are the .c2addon files. They're the best.

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  • Here:

    https://www.construct.net/en/forum/extending-construct-2/effects-31/nearly-daily-effects-by-somebo-91628

    See the "Drop shadow" plugin.

    Oh, hey, thanks for sharing this post!

    Not only I found what I wanted, packed in a nice ellegant effect,

    but some other nice effects!

  • The title explains it all.

    I thought on using css shadow on an entire layer, but doing that doesn't seem possible.

    I want to do something like ShamanShh did on that image:

    GIF:

    i.imgur.com/PdtN9X7.gif

    Just copying and pasting sprites won't be enough, since particles should cast shadows too. Is there any way of doing it?

  • I fixed it! It always happens... I somehow did it.. just when I posted the question.

    So yeah what I did, was to place a static variable carrying the loopindex, and another called "trigger". So the loop content was tested every tick, but if would only trigger when this variable is set to 1.. Again there is a screenshot below.

    There were bugs at the CurrentText part (that would set letter by letter) but it's aaall fixed right now... (Later, I think I'll do an tutorial on how to do this.)

  • So yeah, here is a screenshot:

  • Hello everybody.

    So I have a dialogue system like this:

    The event on the map calls a function called SetDialog. Dialog is parsed as a single text with many "@"s where it is going to be split because the box have text limit.

    Like this:

    Text: "Hello, I like your cupcake.lev@Can I have it?lev@Oh... C'mon..."

    Will be shown as:

    (Starts Dialogue)

    "Hello, I like your cupcake." (Letter per letter)

    (Stops until user presses B)

    (Clear)

    "Can I have it?" (Letter per letter)

    (Waits B Press)

    (Clear)

    "Oh... C'mon..." (Lpl)

    (Waits B Press)

    (Clear)

    (Ends Dialogue)

    I use a repeat loop, will a tokenat() to go trough all the speeches.

    "repeat tokencount(NextText,"@")"

    Inside of it, to detect when a key is pressed, I used a Wait for Signal, and on "when key b pressed, and all the current text is on the dialog box"; a corresponding Signal action.

    However, the loop doesn't seem to care about my Wait for Signal.. How do I pause a loop?

    That is my code, if you want to take a look.

    Global Text NextText

    Global Text CurrentText

    Global Number TextSpeed

    CONDITIONS:

    (Inverted) CurrentText = ""

    Repeat len(CurrentText) times

    Every TextSpeed seconds

    (Inverted) Textbox.Text = CurrentText

    ACTIONS: Textbox Append Text mid(CurrentText,loopindex,1) CONDITIONS: On Function "SetDialog" ACTIONS: Set NextText to function.param(0) Set CurrentText to "" Clear Textbox Stop Character from moving SUB-EVENTS: ---CONDITIONS_1: ---Repeat tokencount(NextText,"@") ---ACTIONS_1: ---Set CurrentText to tokenat(NextText,loopingIndex,"@") ---Wait for signal "B_Pressed" ---CONDITIONS_2: ---*empty* ---ACTIONS_2: ---Make character be able to move again CONDITIONS: On Keybord B Pressed Textbox.Text = CurrentText ACTIONS: Signal "B_Pressed"
  • Alright, I have played Retry once.

    Use the Bullet behaviour for that.

    Now, create an "Is touching" event.

    If it is touching, so you're plane should constantly rotate n degrees counter-clockiwse (you decide how much)

    Now, below it create an else event.

    It it is not touching, the plane will rotate the same n degrees clockwise.

    Hope it helped!

  • Use the set size like this.

    Width -> Self.Width + AdditionalWidth

    Height -> Self.Height + Additional Height

    You set the size, to: "the current", plus "the added".

    Or you can use the Set Scale action, which changes the overall scale of your sprite based on a multiplicative factor. 1 -> default size, 2 -> twice as big, et cetera.

  • You can place invisible sprite objects at the zones you want to focus on... then create another sprite called 'camera' and give it a ScrollTo Behaviour.

    Then you test when the player is inside one of those zones and set the camera object to the middle of that zone. It's even greater, because you can do good transitions with lerp and all that stuff.

    For camera shaking, you can use the "Shake" action from the ScrollTo behaviour on the camera sprite.

  • Thank you 💖

    I wasn't really struggling at the typewriter part (I alredy did some fancy dialogs with faces, choices, formatting and sounds hehe 😁), but at the breaking part.

    And oh... How didn't I think of this before...? It's simple, but clever, thank you. 😊

  • Hi!! My name is Pedro Braga, I am 15 years old, I'm brazilian and I agregated some friends to make our group:

    Bitwin Entertainment!

    Our first game will be this one:

    snipboard.io/vSzUlR.jpg

    A little bit longer (in duration) than a screenshot, but...

    Subscribe to Construct videos now

    We are new on this "gaming industry" but we really like to do this.. and we hope we suceed.. This is a old dream of mine, and it's really important to me..

    BTW this game is called "Blue - the Skylings". It will have amazing gameplay and graphics... It is on reconstruction stage since I lost the original save, but its even better than before. This video will show what I have done so far... (TURN ON CLOSED CAPTIONS) Not yet able to show many of my ideas and concepts, but here is an old demo.

    construct.net/en/free-online-games

    If you want to follow our game, you can follow me on twitter (@ukhenrik) or on my youtube channel. Or anywhere else.

    Hope you like it <3

  • Hello everybody.

    I am trying to make the dialog for my game, and I want to be able to write only one script, for the game to split into many pages of text that the player can read separately... For example:

    "Oh... my god... I think that you ruined it... You are so irresponsible after all... now I'll have to do it by myself."

    The text will be added to the texbox letter by letter (taking into acount that big words break lines), but the text is just too big for the textbox...

    What the player will see: "Oh... my god... I think that you ruined it... You are so"

    I want the player to be able to click Next, and the game will erase all of what is already shown, and keep placing all the other characters...

    Is there a way that I can detect when the textbox is all filled in (to display the next button at the right time, only when there is too much text), and a way to detect what text was shown (to delete it)?

  • "(Blue) The Skylings"

    Have you heard of this incoming game?

    Wait... no?

    So I'll explain to you.

    In The Skylings, you'll:

    Fight some bosses, leave the sky, save your mother.

    And live an adventure crafted just for you!

    This game also contains:

    ADVENTURE!

    MUSIC!

    BOSSES!

    MINIGAMES!

    LEVELS!

    DEATHS!

    MORE DEATHS!

    I CAN'T BEAT THIS LEVEL!!!

    BUTTERFLIES!

    NPCs!

    A MENU!

    and much more...

    ---

    But hey it's still fun (And HAARD to play).

    So, I'll leave you a challenge. The first one to beat the DEMO (and take a screenshot of the END), will get a secret prize.

  • Good evening.

    Finally after more than one year of working (most of the time not working actually) on this project we have arrived at this state. It's faaaaar away from being completed, but we finally know that we are going to get trough all of the difficulties we eventually find, and that we can manage to complete this game.

    By the way, in this pixelart platformer game, you play with Lilo, a little Blue Raccoon (it's supposed to be a raccoon) in an adventure to save your mother that got ill by... some reason... (no spoilers)

    So, you'll need to travel around the four different "worlds" (Sky, Water, Overworld and Underground) and find the last ingredient for the nice and kind Amir to prepare the magic antidote for your mother. Of course we don't have all four world on the demo. Because, after all, it's a Demonstration.

    We plan to make an awesome game, and we need some time, and resources.. but we know that we can finish it.

    If you find bugs, want to talk with me (or Bitwin Entertainment), want to support us, or just want to say nice words of encouragement; feel free to comment.

    Thank you for reading, and (I hope) for playing. Have a nice day.

    Link of DEMO
    https://gamejolt.com/games/blue/321184
    Henri's Twitter (AKA My Twitter)
    @ukhenrik
    Bitwin Entertainment Twitter
    @bitwinofficial
    Game OST
    https://soundcloud.com/bitwin-entertainment/sets/blue-ost
    Our Website
    http://bitwinent.co.nf
  • Alright so, put back that trigger once at the bottom...

    I tested here, and it works fine to me...

    I created two events (one handling the animations with the mouse, making the run animation play only when left mouse is down), and another to handle the footsteps... like this:

    [quote:1f6g8pz4]

    Mouse | Left Button is down | Set Sprite Animation to Run

    System | Else | Set Sprite Animation to Stand

    Sprite | Is Animation "Run" playing | Play Coin not looping at volume 0 db (tag "")

    Sprite | Animation frame = 1

    System | Trigger Once

    Here is a capx:

    https://www.dropbox.com/s/mf8d3bub61kv5 ... .capx?dl=0