matriax's Recent Forum Activity

  • I'm trying to do a Point & Click adventure game and wonder if there is a plugin that keep a list of items ordered that you can manipulate and retrieve.

    Example:

    Player picks a : Pen, scissors and paper in that order so i add in that inventory and is saved like:

    --------------

    Pen

    Scissors

    Paper

    --------------

    If the player give the scissors then Erase > Inventory.Scissors and the list saved will look like this:

    --------------

    Pen

    Paper

    --------------

    If the player pick a mobile then Add > Inventory Mobile and will look like this:

    --------------

    Pen

    Paper

    Mobile

    --------------

    A plugin that manage and keep updated/ordered a list on you can add, delete and retrieve the elements.

    So for the sprite.inventory on i have all the image items saved in different animations i clone it to 4 or the slots i want my game have for the inventory and set: "For each Sprite.InventorySlot -> Set animation to "inventory.name" . This will be so easy instead of fight again with arrays that i always end frustrated.

  • I need to use files for translation purposes, so i can send it and load after.

  • I have the game using .XML but if is possible i want to create my own system with my needs. Also for translations to have a english.txt, german.txt ,etc...

    My idea is have a sprite with an instance variable called "home_chair" so when the mouse is over the chair get the name("Old Chair) that is the first line. If i set look+chair then retrieve the second line: "Is an old chair i bought time ago" .

    How looks the text file:

    [home_chair]

    Old Chair

    Is an old chair i bought time ago

    Can't be picked

    Can't talk with it

    etc...

    All objects will have the same structure:

    [Object instance]

    Name (When the mouse is over the object)

    Look

    Use

    Pick

    Open

    close

    Give

    Push

    Talk

    I search in the systems expresions with find(src), replace, right, tokenAt,etc... but i can't get it working.

    Maybe there is a plugin, behaviours or something to do it more easy?

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  • armaldio This can works for Point & Click adventures? i have in mind do something for a jam and my idea was use .xml but a bit confusing and looking alternatives found your plugin.

    My idea is import the dialogs files to C2 like:

    English.txt, German.txt, etc...

    (In events set wich one use by user input.)

    Then for objects in the scene the sprite have an instance variable called "Object name" with:

    [home_clock]

    So, when i set one of the action+Object name = read the dialog file with things like this:

    [Object instance]

    Name

    Look

    Use

    Pick

    Open

    close

    Give

    Push

    Talk

    That in this case will be:

    [home_clock]

    Clock

    Its $time

    Can't be used

    Can't be picked

    Can't be opened

    Can't be closed

    Can't be given

    Can't be pushed

    Can't talk with it

    Can your plugin do this?

  • Ops forgot that! Thanks.

    What about the other transitions forms and shapes? More interested in bars horizontal/vertical like the animation i posted or like the ones appears in the video links. From the most basic to whatever cool can we get

  • Gigatron one problem i found is that when i add the transition effect to the layout, this one disappears and i can't edit the objects in the layout :S .

    How can i fix that?

  • If like in my case you not need diagonals(8) and only with horizontal-vertical(4) is enough here the .fx with the limitation.

    Will be great some option in the parameter to set if you want diagonals or not, but well this is what i can do with my actual skills XD.

    /////////////////////////////////////////////////////////
    // Outline effect
    //
    varying mediump vec2 vTex;
    uniform lowp sampler2D samplerFront;
    
    precision highp float;
    uniform highp float pixelWidth;
    uniform highp float pixelHeight;
    uniform highp float red;
    uniform highp float green;
    uniform highp float blue;
    uniform highp float width;
    uniform highp float justoutline;
    
    void main(void)
    {
    	vec4 front = texture2D(samplerFront, vTex);
    
    	float dx = pixelWidth*width;
    	float dy = pixelHeight*width;
        float diag = 0.7071;
    	
    	/* If you need diagonals
        float a0 = texture2D(samplerFront, vTex + vec2(-dx*diag, dy*diag)).a;
        float a1 = texture2D(samplerFront, vTex + vec2(dx*diag, -dy*diag)).a;
        float a2 = texture2D(samplerFront, vTex + vec2(-dx*diag, -dy*diag)).a;
        float a3 = texture2D(samplerFront, vTex + vec2(dx*diag, dy*diag)).a;
        */
        float a4 = texture2D(samplerFront, vTex + vec2(-dx, 0.0)).a;
        float a5 = texture2D(samplerFront, vTex + vec2(dx, 0.0)).a;
        float a6 = texture2D(samplerFront, vTex + vec2(0.0, dy)).a;
        float a7 = texture2D(samplerFront, vTex + vec2(0.0, -dy)).a;
    	
        // If you need diagonals float ina=max(max(max(max(max(max(max(a0,a1),a2),a3),a4),a5),a6),a7)-front.a;
        
        float ina=max(max(max(a4,a5),a6),a7)-front.a;
        
        
        if(justoutline!=1.0)
        {
            float outa = ina + front.a*(1.0-ina);
            vec3 outrgb = (vec3(red/255.0, green/255.0, blue/255.0)*ina + front.rgb*front.a*(1.0-ina));
            gl_FragColor = vec4(outrgb, outa);
        }
        else if(ina>0.0)
        {
            gl_FragColor = vec4(vec3(red/255.0, green/255.0, blue/255.0)*ina, ina);
        }
    }[/code:169qwojw]
  • Damn, I missed this, i have to watch the FX forum all the days XD.

    I searched time ago for something like this for do 2.5D games or a WolfEinstein with all types of transformation, and yes something like this for sprites will be interesting.

  • Gigatron Thanks! Now the circle on Transition 2 works correctly.

    On transition 1 with block size at 0.25 or 0.1 get interesting results with some kind of Star/Rhomb that can fit perfect in the game too. Also with a 64 block size i have some kind of ordered dithering that looks awesome :O

  • Gigatron That effect curtain is not what i'm looking for, but the transition .FX looks cool!! .

    I don't know if you can work on this again to improve, maybe start a thread showing this and see how people is interested and if worth it.

    In case you are able to work on this again, here are more ideas:

    About Transition 0:

    The squares with a big size looks ok, but if i try to use them at small size like 1x, 2x,etc.. you can see the pattern :S

    Now they appear with some kind of seed. Will be great some option to appear ordered in horizontal/vertical/diagonal to the opposite.

    About Transition 1:

    The circle effect is good but is a ellipse , i guess is because i'm using a 16:9 and the effect stretch to the window size instead of keep a 1x1 circle ratio.

    Also will be great have this type of transition for squre/rectangle/rhomb/bar(horizontal\vertical).

    General:

    When the effect is finished, if i restart the layout not start again. Maybe this is more a problem of my project config but i can't get it, any idea?.

  • Gigatron Oh Great!

    Also i'm looking for this one:

    I did it as animation in pixels for a lowres game. Will be great something like this on you can set the direction like Up/Down/Left/Right, set how many black bars you want and speed.

    So, how a shader editor for transitions will be very tricky, for a presets one maybe something with parameters like this:

    Type: List with: Square, Circle, Bars...

    (General values that works on all types)

    Speed: Based in miliseconds i guess .

    Position X: Using 0-1. So 0.5 on both X/Y will do the shape starting from the center. With 0-both diagonal,etc....

    Position Y: Using 0-1.

    Direction: List with Up/Down/Left/Right

    Fade: List with In/Out

    • Then config values that only works for one of the types

    [Square] BlaBla bla...

    [Square] BlaBla bla...

    [Circle] BlaBla bla...

    [Circle] BlaBla bla...

    [Bars] List with Horizontal/Vertical

    etc....

    What you think?

  • Is possible do a shader that applied on a layout/layer do a fade-out from black or X color and disappear? Using squares, circles, bars, diagonal, curtain... some tipical transitions we have in video editors but in a shader.

    About presets here a lot of ideas:

    https://videohive.net/search?utf8=%E2%9 ... transition

    Love this glitch transitions:

    https://videohive.net/item/glitch-trans ... ?s_rank=19

    Instead of do 1x1 maybe there is some way to create a "Transition shader editor" ? In the same way i did the Shader Effect Editor?: effect-shader-effect-amp-editor-released-create-your-shader_t150076 .

    That shader editor was build from a simple fire shader that i converted adding and parsing all the values in the .fx to the .xml. So, there is a template and a stand alone version to create your own shaders with a big variety.

    Now i not have much time if not i will give a try but something like that for transitions will be so cool. If not as i said at least the basic ones will be great.

    Gigatron what you think? <img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes">

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matriax

Member since 22 Jun, 2015

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