part12studios's Forum Posts

  • Hi there, I bet this is an easy one and one I thought I had figured out..

    1. I am using a Kenny font and i imported it into the project. great. i tested it on a system that i installed the font on natively and on that computer it works fine. I thought this was a done deal.. but..

    2. when i test the game on a system that doesn't have the kenny font installed on the computer, but is IN construct 3 project file, the font isn't showing up.. but i opened the cloud project and i see the ttf font in the font folder of the project..

    3. so it seems like the project isn't drawing from the font in the folder, but rather, relying on my computer (and other computers for that matter) to have the font installed locally which is no bueno.

    Is there some checkbox or other option I may have missed that insures that the project itself draws from the font(s) in the font folder of the project when you compile / test?

    The font is KenPixel Mini Square.ttf

    but this is what i see

    Thanks!

    Caleb

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Holy crap that's awesome! I'm going to study this closer to understand how you did it. once I wrap my head around it i'll be able to ask questions about it if I have any. This is so cool. i love that you show the path! i feel like the pathfinding behavior would be so much nicer if it just had some kind of "show stuff" option while in development. So much seems to be kinda invisible other than the direct behaviors of an object which isn't always informative.

  • Hi everyone, I think I pretty much understand how to use pathfinding on the basic level.. but what i have going on i haven't exactly seen. Trying to have pathfinding that respects tile blocks and those constraints.. no diagonal motion. just N-S-E-W

    I am making a house (think of a zelda top down RPG) where NPCs walk around. I just want them to move down the halls even if they move in short 2-3 block.. but also it would be great to also tell them during scripted events to move to specific places and be smart enough to get to the location I specify.

    I thought maybe i could make "waypoints" a single sprite i could put all over the map and then have NPCs check distance or something.. but I just can't get my footing on this.

    Thanks in advance,

    Caleb

  • dude that was awesome.. i got it working in minutes! i totally forgot tween's a thing now and it can work with values. thanks a ton!

  • hey there thanks! i just saw this. ok i'm rusty on that but i know what you're getting at. I'll see if i can find a way to tween that value easily.

  • I'm getting this error. i have 2gb of free space on my dropbox account and even when it was fuller it was never over..

  • So this ALMOST works perfectly but you can see in the video what's going on.. it fades out like i want.. it fades back in when i am no longer overlapping.. i got back over it and it fades out again, but then the next time i leave it doesn't fade back in..

    Notice the variable I have programmed to change to help control thing. here is a picture of the setup. note i have the fade in and fade out behaviors in the screenshot to the left.

    I just don't get it. why would it stop working on that particular time of not overlapping the object?

    Subscribe to Construct videos now
  • hey people are making games (me aspiring) for the 1978 Odyssey 2! I've made a hello world for it. :) Seriously though virtually any console you've ever played on has a homebrew scene.. I just learned about the VIDE an IDE for the vectrex including a built in emulator and source code for numerous original games. Assembly baby..

    OK so I did manage to launch two games on the Ouya with Construct 2. One of them being this one.. youtube.com/watch

    Back at the time I worked with Tim who was on the Ouya development team. He was instrumental in making this possible. We had to use Chromium at the time to produce the APK and all that..

    The Ouya had it's own slightly different button configuration so yes out of the box some of the things worked but not everything did and not everything did line up right.

    If it would help I very likely still might have the gamepad control object from Construct 2.

    There is a discord group "Ouya Saviors" and this is a whole scene not just of game devs but folks who've managed to get the original servers somehow back online in a private manner. Pretty impressive.

    Well my intent wouldn't be to hack the old one, but rather just make an alternate one. I can't write plugins or work in JavaScript.

    I've had some people ask me how i wrote games for the Ouya and I've told them Construct 2. However I was also telling them I'm looking into how C3 might work since it's obviously a better version than C2.

    However, thanks for confirming this is intentionally obfuscated that at least clears up.

  • Hi everyone, I'm exploring making games for the Ouya for fun and ultimately it's an android system but it's game controller doesn't line up with the game pad.

    I'm reaching out to the ouya discord dev community to perhaps get some help with the javascript to line it up right and then get that back into construct 3.

    The last time I made games for the Ouya, construct 2 was a locally installed program making it easy to get to the objects and get that source to the Ouya dev support guy who helped me then.. but C3 is browser based so I'm not sure how that would work or how i would update (or rather add an alternative) game pad object.

    Tagged:

  • yes i get that.. but if i put on created for a text it changes ALL the text on the screen. i can't nest an "on created" for text in an "on created" sprite.. (the background graphic)..

    I tried to do some kind of variable trigger.. like on created sprite.. set var to 1.. then have the on create

    The point is that i don't understand how i can do an on create outside of another on create situation.. i'm creating the popup sprite that then needs to have text populate on top of that..

    And i really appreciate your help Ashley, I'll keep banging away at this.. maybe i can come up with some different approach..

  • Why is text treated differently than sprites? I've done some things before and text has always lacked an "upon created" option like sprites.

    So it's not treated exactly like other objects.

    I also can't include text with family objects which again makes it tricky to work with.

    I tried this but this didn't work.. this still effected all text fields on the screen:

    this is the closest i could get too something like what you mean that upon creation it's just read the UID and hopefully distinguish it.. but it's not taking.

  • how would i know the UID of the instantiated object? i'm using a generic text object called "text"

    I'm trying to build a whole popup dialog system so i'm going to be making numerous conversation boxes appear and disappear. i'm not saying i'm doing it the best way but i was just going to create text field as needed and then update that text box to say whatever is needed at the time.. then destroy it when i'm done.

    maybe you're saying i should do something more like "pooling" where i have some specific boxes for dialog that i call on and dismiss somehow?

    Thanks for the feedback / help!

  • Hi there, so I've been trying a lot of different things and nothing seems to work. I've been experimenting with "add child" to see if this would help but it doesn't.

    I create text box that pops up on the screen and ideally i wanted a text field to spawn with it and update the text only in that text object. What happens instead is that upon the text field spawning and "text update" being used it updates all of them.

    I know I could make lots of unique text boxes and that would be ok, but i'd really like to do it more efficiently and not have potentially dozens of unique text fields to manage spawn / destroy.. just seemed like using a single text object would be more efficient.

  • ah i see now. yes that makes sense regarding the parallax possibilities. thanks for that!

  • that's interesting. i tried using that value but it wouldn't work. why does "layer" need to be passed through it? I'm just trying to understand how this would work. most things you invoke is an object that has a numeric value. if i did "layoutwidth" for example i can /2 to get the value. this seems different.