lionz's Forum Posts

  • Thanks for the help! sorry about the longer wait for a response, i was busy this week. The pick all condition worked great! My inventory system is now fixed

    Great :)

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  • It's hard to imagine the game because Vampire Survivors and Binding of Isaac are like two very different games. It depends what weapon the player has or how they attack. Nice art though.

  • Actually I had some free time so I just made it, you can select the NPC to talk with then choices then keep clicking to progress the mini dialogue bit. Take some time to look at the file and understand it, so you know how to add more NPCs and edit it to fit your game. dropbox.com/s/ibut9p94tzj96mj/dialoguesys.c3p

  • With an array seems best so you can pull the choices from columns and the NPC would have an identifier for the row. I guess for simplicity you make it so that each choice clicked moves to same column for all NPCs. Then in each cell you can have the text string with separators as described above. There's a lot going on though if you have to select choices and then proceed through changing text. You would need to create the initial box with dialogue and choice maybe pulled from the first 4 columns of the array, then the text objects when clicked navigate to either 5,6 or 7.

    My approach to close the conversation or return to the base choices, you could in the string add something to the end so like "String1_String2_end" or "String1_String2_back" then as you proceed through the tokenat() you add another sub-condition if text=end then close the conversation, if text=back then return to that original text.

  • Yeah text object is clickable so you could use this. You'll have to build some kind of dialogue system. To return to the original text or close the dialogue you could even add that into the string of text as an identifier and compare.

  • Are you trying to set it to the lowest slot available like when you drop it outside the inventory or are you saying you want it to snap back to the slot it was just in?

    To pick the lowest slot available think about it, you need to apply the logic 'pick slot with lowest number that is not occupied' in this scenario, same as when you drop it outside the inventory. Instead under the isOccupied check you replace 'slotnumber = invslot.number' with the 'pick slot with lowest number and is not occupied' condition.

    If the expected behaviour is the latter that it snaps back to the slot it was just dragged from the problem is to do with inventory slots being picked. In the events you have narrowed it down to pick the invslot you are overlapping and only this, so you cannot then pick the previous invslot it was assigned. To fix this you open up the instances again to be picked by adding a 'Pick all invslots' condition above the condition you have now. This will then allow it to pick the previous invslot based on item variable.

  • If you mean the 5th power up, it looks ok? What is wrong with the enemies?

  • You don't need the variable you can just use 'is not jumping' condition directly

  • Yes thank you that link is working. When you return to a layout as a standard it resets to default. You can bypass this by adding 'Persist' behaviour to the objects you want to keep their previous state. So with this behaviour on the power up and enemy objects they will remain destroyed when you return to that layout.

  • I need a proper share link please, this thing asking me to log in to Brighton College is not going to work. Use onedrive like the first link.

  • That's a bad link

  • You can just use an Else. If NPCs have LOS, Else set text to "". The Else triggers when nothing has LOS. Also please remove the trigger once conditions. For the typewriter logic you'll have to move it somewhere else to trigger once, separate logic required such as switching a variable to true or false on the specific NPC.

  • Hello! Please repost your question when you are sober

  • You can check what the instance variable is doing in the debug view. Check if it goes above 4. What you are saying is there are 5 bits of dialogue and no 6th right? It should work really but you can share screenshot of that event if you are having trouble.

    For deciding between dialogue lines maybe you have to expand into an array to store complex dialogue. It really depends on the game. If you can happily choose between a few strings of dialogue you can still use this method by choosing between multiple string variables. So if topic A begins then choose NPC.dialogue1 and if topic is B then choose NPC.dialogue2. If it is to do with making choices and dialogue following on from options the player is selecting then that is more complex and maybe you need an array and a different approach.

  • Where you have the 4 condition blocks for the operation variable, create another one below there but before the text box conditions. You can even do this by copy and pasting one of the operation variable blocks and then deleting the conditions from there. Set the text at that point, you don't need anything on the left. Look how you are setting the text at the top before the number variable has been decided.