Burvey's Forum Posts

  • There is a difference between clone object and copy object (See manual for differences). You'll want to use copy.

  • I would love to see a game where you can build your own coasters, or even a game where you can "ride" pre-made coasters. I don't know what roller coaster tycoon is though (I've heard of it but never played it). Is that more like a simulated theme park where you make decisions to make money etc?

  • What do you mean? Can you explain what you need better?

  • Looking good.

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  • I guess it could be a graphics card issue. I really don't know.

  • I've never had that problem with the form buttons and I'm exporting with nw.js as well. Are you applying css to them?

  • you are correct, and the only reason I mentioned it is because apparently they have language specific sprites as well, not just text.

  • Nope, I have no idea if there even IS a plugin. To be honest it's a bad idea to do what you're trying to do, which is why the textbox is set up not to let you do it in the first place, so I'm not sure that anyone has ever made a plugin like that or not.

  • You can't, not with the textbox object. You could search for a plugin that might be able to do it.

  • As per the manual:

    "On text changed

    Triggered whenever the text in the field is modified, by typing, backspace/delete, cut/paste etc."

    You have to manually change it by adding input, like R0J0hound said. It's not intended to work if you are simply setting text via events.

    You can probably get around that by updating a variable along with setting the textbox text, and then play the sound when the variable changes.

  • It works! Thank you.

  • That's a good idea. I'm going to try that. I had another idea using a second variable but I think your way might work better. I'll let you know how it turns out. Thank you.

  • On button clicked System set GV_Animal to TextBox.Text

    (when triggered) Audio Play GV_Animal not looping from sounds at volume 0db (tag "word").

    Audio On "word" ended -> (calls a function here)

    It works so long as the word is an audio file but if it's not then not then no audio plays so the function never runs. I tried adding an else but I either set it up incorrectly or it just didn't work properly.

    I'm open to any ideas.

  • Well, I thought about that but there are too many sound files to do it that way. Unless I can make some kind of file with all the words in it and then compare the variable to that list. Then if the word isn't on the list then the default would play. I'm just not sure how to go about doing something like that, or if it's even the best course of action.

  • Why not make each language have its own layout, then have the player choose the language they want at the beginning of the game.