lionz's Recent Forum Activity

  • In general each tile in the board game could have a number identifier as an instance variable. Say player starts at 0, you roll a 4, the player position is now 4. You pick the tile that is var=4 and 'MoveTo' its position. If you then roll a 3 the player position is now 7, you pick the tile that is var=7 and 'MoveTo' etc.

    If you return to the starting tile like in any board game where it loops around, you need extra logic to calculate hitting the last number and then starting the remaining steps from 0. And of course the 2 players need separate positions, the position would be a global variable.

  • It's possible because you don't put the trigger condition inside the function. The condition occurs then you call the function based on this being true, and using the object picked in the condition you can also run parameters through the function such as text that could be an instance variable on the object. Think about the part you are going to be reusing, that should be inside the function. If that doesn't help you'll have to post the exact events of what you are trying to do because the previous post was quite vague.

  • This is referred to in the manual as 'jank' and it mentions that what you're doing with placing the object in the layout and destroying it is the best method :

    "Construct is forced to load the object images at the moment of creation, which can cause a momentary pause in the gameplay, or in extreme cases a constant stuttering (also known as "jank"). In order to avoid this, simply place any objects that will be used by the layout in the layout view. If they are not immediately needed then they can be destroyed in a Start of layout event. They will then not exist when the layout starts, but Construct will still have pre-loaded their images, ensuring that they can later be created at runtime without any jank."

    I see what you are saying though, you have pre-loaded the image and in the next layout the image should not be released from memory so should be instant. Maybe that system action you are using to preload does not do the same thing as destroying an object at the start of layout.

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  • You call the function after the event has happened

    It's on tween finished : call function (with the relevant information as parameters)

    Inside the function / on function : do the actions

    So you might want to call the function with the dictionary item as a parameter and then inside the function it runs typewriter text with dictionary.get"param". It's reusable code where you want to run typewriter text with specific text stored as dict when a similar thing happens over and over i.e. tween finished, without making loads of separate events.

  • congrats on being backed! are you working on this as well?

    hehe nooo I have nothing to do with this but I have pledged my support. I like seeing projects like this using Construct! I am currently making a much less impressive game than this! :)

  • Bumping for visibility because kickstarter funding ends soon and some may want to pledge. It's had a late surge and looks like it will be funded yay!

  • How are items added? Usually it would be an array inventory which is global anyway and stores all items. Depends how you are currently adding items to the player.

  • Great I thought it would be something like this :)

  • If it's a running total for the player that you saved then you would load it once from local storage on the first layout of the game so a main menu or load game menu and set global variable to the item loaded.

  • For a score in game you use a global variable that simply retains its value between layouts. There is no need to save the score then load it from local storage on each layout.

  • Also check out the game that comes with construct, 'Demonoire', which is a good example of an RPG. You pay up front for a year.

  • A guy is making this game in Construct 3 so you could use that to decide : kickstarter.com/projects/sketchyjeremy/small-saga

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lionz

Member since 5 Aug, 2013

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