Laura_D's Forum Posts

  • My methods are quite clunky, and could probably do with (another) refactor, but a combination of families, instance variables and folders of animations on a single sprite is broadly how I am working with multiple NPC types in my project. Though my NPCs will be pre-placed in the layout so I don't need to worry about spawning.

    This tutorial (again, probably in need of a refactor) talks through how I've done it. It's not the best thing in the world, and I will probably go back and experiment a bit more with timers and other bits later down the line. And it's probably not exactly what you're looking for, but perhaps parts of it could be adapted for what you want?

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  • C3 had an overhaul for Functions - they're now built into the event sheet. This blog post talks about it a bit more, as does the manual entry.

  • So, Kyatric and I have had a bit more of a think about this, and if you're still interested, this blog briefly outlines the project he came up with. It also contains a download link for the project.

    At some point, I plan to turn it all into a tutorial, but that's a looong way off!

  • Ah these examples are great, but can get a bit complicated as you've seen. If you're willing to give JSON a try, my tutorial course might help. It builds new mechanics in slowly to hopefully give you an idea of what's going on, and I've commented each example as best I can.

    Displaying Dialogue in Games

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  • Afraid I know nothing of overheads - at that point I'd usually try and create mini versions of what I was trying to test and compare the two.

    Usually I just chuck everything into as few files as possible so I only have to fetch the file once when the game/project loads. I've never tried looking at multiple files at runtime!

  • I'm still getting used to working with JSON, Arrays etc so I'm kinda figuring it out as I go along, but I'll try and answer what I can!

    In terms of the For Each loops, you can nest them like this:

    Which in an incredibly basic example would pull out the data like so:

    So you could in theory compare each entry in the components list with some ingredients stored in an array and see if they match the recipe.

    In terms of bringing count into it, it would depend on how you've set up the 'inventory' section of your crafting system. In the one I've built, I use a dictionary to track how many of a given item I have, so again you could check the value stored in count against the number stored for an item in the dictionary and if you've got enough, then subtract the count from the dictionary value.

    I'm still trying to build out my own crafting system, so I'm going to try some of these ideas myself and I'll let you know how I get on.

    Sorry I can't be of more help!

  • Not 100% sure if this will help you Vallar, but I've been messing around with crafting system ideas myself. This test project might be a bit too simple for what you're looking for, but it may give you an idea of how the JSON events could work if you wanted to go down that route. Depending on how many crafting ingredients you have, you could probably swap out the Global Variables for an Array, but I've not gotten that far yet.

    Ignore the filename, the project started as a drag/drop thing, and I've not gotten around to renaming it!

    Crafting Test Project

  • Moved to the C3 section as per request.

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  • jleiva please note that this is an English-language forum, so you should be posting in English. Google translate is fine if English is not your first language.

  • inetgames Please bear in mind that this is an English-language forum, so you should really be posting in English only. Google translate is fine if English is not your first language.

  • Mr.Bairos Please bear in mind this is an English-language forum so you should be posting in English. As Dop has said, please use Google translate in future.

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