BurningWood's Recent Forum Activity

  • Kyatric Thanks for putting this altogether. I should recheck this post more often :/

    I think all my answers to arrays are here. Wow--

    I hope I can add to the dialogue segment soon.

  • Kyatric

    Thanks for the videos, I'm having to watch them multiple times as I want to understand C2 logic.

    Re: "<dialog id='2' type='question'>

    <question id='1' portrait='JimMerlin' mood='question' pos='left'>Have you noticed what is going on ?</question>

    <answer id='1'>Yes</answer>

    <nextdialog id='1'>3</nextdialog>

    <answer id='2'>No</answer>

    <nextdialog id='2'>4</nextdialog>"

    For my trees, I need three choices, so would the xml code look like this?

    <dialog id='2' type='question'>

    <question id='1' portrait='JimMerlin' mood='question' pos='left'>Have you noticed what is going on ?</question>

    <answer id='1'>A</answer>

    <nextdialog id='1'>3</nextdialog>

    <answer id='2'>B</answer>

    <nextdialog id='2'>5</nextdialog>

    <answer id='3'>C</answer>

    <nextdialog id='3'>%</nextdialog>

    And, will I have to edit or modify my wrong answer group?

    Currently this group spawns enemies if the player answers a wrong answer.

  • Hey are you on opengameart.org ?

  • nimos100 Here you go. Going to sleep on this before I try and fix it.

    https://drive.google.com/folderview?id= ... sp=sharing

  • nimos100 I added it in the orginal post.

  • Here's the basic concept sketched out--

    So, I've gotten two branches of the tree to work by deactivating and activating groups. When Dialog0 is deactivated, then Dialog01 is active. This works .

    However, dialog2 won't load-- Also, the animation that play on Dialog0 doesn't play on Dialog01.

    Not sure what I'm missing. Any thoughts?

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  • LittleStain

    9252015 Fixed the Volume Control had to set system active then set master volume to global variable volume.

    rojohound

    I like having options, but where would I put the formula? Do I use a function to set it up or and array?

    -log10(100/x)*33.2

    (with 33.2 is 10*log2(10))

    x is percent between (0,100]

  • I am trying to connect a global variable to the master volume. What am I missing?

  • TonyW I get it, but would this method work for a Zelda type gird? I suppose it could with sprites grided. Any thoughts on how to create a Zelda like game?

  • TonyW I gave the vid a like and a comment. Thanks, I'll take a look at it later.

    Nagval333 I'm only on text based arrays at the moment. The video helped me realize what I can do with them eventually hopefully. I didn't ask him for a tut, but if you leave a comment or respond on his twitter he may reply. I got a response from him with a week, but I didn't ask any array questions.

  • TonyW I gave the vid a like and a comment. Thanks, I'll take a look at it later.

    Nagval333 I'm only on text based arrays at the moment. The video helped me realize what I can do with them eventually hopefully. I didn't ask him for a tut, but if you leave a comment or respond on his twitter he may reply. I got a response from him with a week, but I didn't ask any array questions.

  • The in Construct2 way which would be easy in the sense you wouldn't need an array would be to--

    Use groups--

    Have global variables. Random1=0 R2=0 R3=0 (more if you need them)

    In those groups--

    Map out set of square sprites equally to a tile set or map.

    S1, S2, S3, etc.

    Then Load a tile map as a sprite sheet.

    Pick Spawn Object--

    When the player does something, this will add to the Global Variables. The Global Variables will effect the Spawn Sprites (s1,s2, etc). This should create random dungeons.

    Also note-- you can set the collisions on the tile map sprite set.

    In your event sheet. Set the conditions for each spawn point--

    Examples

    If R1<2 R2=4 R3>12, then load SpriteBackground to S3 at animation 43

    If R1=10 R2=50 R3>40, then load SpriteBackground to S3 at animation 23

    You can find a free tile set here, but give credit to whose you use--

    http://opengameart.org/

    This will also take hours to a day depending on how many tiles and how larger you map will be. The bigger the map, the more time.

    I know because since I'm learning arrays, I've developed this method as an alternative for a game jam. I've gotten better at groups, but after this jam going to study arrays more.

    I have only three Spawn Sprites and three Graphics. I would suggest making larger interchangeable set pieces and less of a Zelda with this method.

    Cheers

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BurningWood

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