haddy22's Recent Forum Activity

  • Hey Magistross

    Thanks for such a quick reply bud - I don't know how I missed the text commands group, I feel daft now. That worked great, I added commands to select an object from a variable and then move it, change its current animation etc... so now I can just write up entire cutscenes in the dialogue and call them when needed, which is super handy.

    Thanks again!

    This is exactly what I am trying to do- any chance you could share a screen shot of how you accomplished it?

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  • Another question from me-

    I got everything working awesomely with the dictionary loading multiple different dialog sequences etc. Amazing! So fluid!

    So now Im trying to do something somebody else asked about earlier- trigger animations inbetween dialog windows. I first added the Command in the DialogEvents to trigger a function as follows (doubt this is "best practice" ):

    Then I created a "No Text Box" dialog sequence in the dictionary file (which pauses and works great)

    Then I defined the function in another events sheet- which does not appear to get triggered - neither one of these did anything:

    Any help / Advice here will be greatly appreciated! Thanks!

  • I found 2/3 easter eggs

    I bet if I could see an over-view map I could find the third- I couldn't figure it out! That second one was very clever though! I knew there had to be something on that screen.

  • On start of layout

    -for each npc

    --start timer "idleAnimation" random seconds

    On timer "idleAnimation"

    -for each npc

    --Idle animation

    --restart timer

    That worked perfectly- thanks so much!

    Now I feel challenged to find an easter egg... Ill have to try again after work tonight

  • Not sure-

    I know for security reasons your local machine may not run things properly. I sometimes use WampServer to run my files -

    Seams like you get a warning but are still able to run them. No worries then right?

  • Just did a play through- very cool man! I loved the jump across the chasm- totally didnt expect that

    very smooth

    didnt find any easter eggs though...

  • This is setting them all at the same time. Use a for each loop. Also could use the timer behavior.

    The for each sounds like a great idea- maybe I just dont understand well enough how they work- i did a little reading but no matter what I try I am unable to see it work how I am hoping. Perhaps you could give me an idea? This is the mess I am trying to make work...

  • I now understand why this is not working- but just showing what I was trying to do...

    I wanted to make it so each NPC on screen plays a quick idle animation but at different times- this still has them doing the animation in unison which looks wrong.

    Any help or suggestions for this artist trying to "code" I would greatly appreciate it! Thanks-

  • I notice your file has a huge list of Object Types added- From Ajax, Audio, Browser, to Touch. Which of these (if not all) are required to properly use this? Should we make sure the project we want to use this in has all of these added? (Also I noticed I had to add some of these before copying over the DialogEvents successfully.) A readme file included in the .zip with install instructions would be very helpful- and maybe consider adding a list of all the object types needed. Going to bed but ill keep trying to get it working tomorrow. Thanks

  • here's the breakdown of what you should do :

    1. Copy these objects to your project (an event-less layout works wonder, like the "Dummy" layout) : ContinueIndicator, PortraitSprite, SpriteFont, WindowFrame

    (edit: Version 1.02 now needs additional objects : UpArrow, DownArrow, ChoiceSelector)

    2. Create these objects and name them like so :

    1 Array Object named "DialogueData"

    1 Dictionnary Object named "DialogueDictionary"

    1 Dictionnary Object named "DialogueCommands"

    1 Dictionnary Object named "GameVariables" (this is where you game should store its variables, so that dialogues can fetch them)

    1 Function Object named "Function" (default)

    3. Create a new event sheet, and copy over all the content from the "DialogueEvents" sheet from the template. If all objects were correctly copied / created, it should give no error message.

    I did all this and I am embarrassed to admit I am getting an error message doing step 3...

    Any help would be appreciated- purchased tonight and excited to get it incorporated into my game. Thanks!

    Edit: -I figured it out... Copied in pieces, starting with the variable on top which is what was missing in the error message. I got too excited I ran to the forums before reading and trying to figure it out myself... Thanks anyway! I am sure Ill have some questions shortly.

  • hey dsminor thanks for the reply! And the suggestions. I will look into it further- I just dont get how to use an array to do what I want it to do- I get that I can store a bunch of values but I just dont know what it would look like...

    Ill take a look at the shop and see if I can find something similar to what I want to do in there.

    As for the bug where you got the right answer and didnt attack- I just didnt get that far yet. That last goblin will be a "bridge troll" and he will have a different encounter 'code' so that you dont fight him. Ill get there! Trying to get all the core stuff done before building out the levels. I think that part should go pretty smoothly once I can figure this inventory thing out...

    when you say ill need logic- what does that mean? Maybe I need to do some more research

  • in a nut-shell here is what I am trying to do drawn out-

    I have this game I am working on- I am not a programmer as you can tell if you look at my capx. I was able to hack my way through a lot of the game so far - here is where I am at:

    https://dl.dropboxusercontent.com/u/14800164/2TM/index.html

    So the game is simple- you can answer math questions to play through, and there is a merchant that sells 2 random items- sometimes it is a clothing item that you can then equip in your inventory. You can have one hat shirt pants and a weapon equipped at a time.

    Where I am running into trouble- The bg square for the items is the same image with multiple frames. Ive been playing with it trying to make it so if you select one, the rest deselect. Also- I need to put one with the equipped text (frames 2 and 3) - then I need a way to save data so you can navigate the different frames and come back and still see which is equipped.

    Ill also need a way to easily distinguish which items are equipped so I can use character maps in spriter to make the player reflect the changes.

    Ive looked into using arrays - but it kind of goes over my head. Any advice, or even a quick write up of how you would go about doing something like this would be very helpful.

    here is my sad attempt at trying to build this inventory:

    https://dl.dropboxusercontent.com/u/14800164/inventory/index.html

    and here is the capx if you want to see what i have or are willing to help me out

    https://dl.dropboxusercontent.com/u/148 ... px/capx.7z

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haddy22

Member since 21 Jan, 2015

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