kop9000's Forum Posts

  • me too please need an example c3p

  • When I put a picture against the wall in the editor, everything is fine

    but in the game he jumps in the wrong place

  • hi it is cool that you made a 3d camera know i have a few questions

    1) how to control the camera in the game with the mouse

    2) when I turn on physics, then my hero flies to the right and not to the floor

    3) I want to make the hero go up the elevator but it seems like a normal physicist who doesn't seem to be it difficult to do how to do it?

    drive.google.com/file/d/1uG21HLd4Gck1Z6Tl9mTUb8sLvSvl6j32/view

    there is a fps section and a list of the event which belongs to it

    help me please

  • Unfortunately, I was wrong. Oh, what a pity. Again, you have to think for a very long time. Left just a little bit

    Can you tell me a little or I will just break my head ???

  • Ahahahah

    Looks like my head is much slower than I thought

    I'm so slow that I even find it funny

    But I'm super good, as I understood why nothing worked for me

    At first I tried to specify the variable for the parameter that I used in the "dialog" and then write only the speed through the function call, then I tried to set the speed here

    But then I began to think, what if I do it here

    And lo and behold, it worked.

    But in other way

    Then you press and then release the space bar, it will play again with a speed of 0.2 and not the speed that I indicated in some dialog, for example, in which it takes 0.9 seconds. But I think I know what to do. You just need to put the action to call the function and it will work as it should. I haven't tested it yet, but I have a feeling that it is so

  • i need any help

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  • Perfect you did it, now to compress the code you can give a parameter to the function and use it to change the text, check the manual :

    https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/events/functions

    So. I was busy and had no time for my project. But now I am free again.

    I read the article on the link but I didn't understand anything at all. It says that parameters can be used as a variable and this is how I did it

    As a result, my text is printed at the same speed that is specified in the "dialog" I can't put a variable in the parameters

  • kop9000 you can just put it in a function...

    I added a function you can call whenever you need to show dialogue. In this case I'm positioning the dialogue box in relation to the player, but you can pass X and Y in the function if you prefer or have a fixed dialogue position.

    Also, I added an array with all dialogues and use the array X as a dialogue id for the elements that call dialogues.

    Just try the example and check the code. Use space to start dialogue or advance it.

    EDIT: I just read the bit about changing speed. You can do that passing the speed on the function if you want...

    Unfortunately, I can not fully see the project due to the fact that I have a free version of the program.

    Your project is very good, but it seems to me that that Tomycase project is much easier for me. sorry if I offended you with this

    I remind you that I would like to see in the Tomycase example an additional function that displays the full text when you press the space bar enter when the text was not preprinted

  • Here's another way of doing it...

    Hope this helps...

    Cheers!

    the option is good but it will be much more difficult to adapt it

    there will be many dialogues. lots of. and in order not to get confused, you need to do several text objects in order to separate dialogs, for example, when there is just a gameplay and the next dialogue will be in 20 minutes, you need to separate such dialogs. and then, you will always need some action to access this dialogue. And sometimes sometimes in one dialogue it may be that some text needs to be made slower, for example, surprise. "WHAT???" and similar effects.

    And here is the effect when you press the entter so as not to wait for the text to be printed out and display completely very cool looking. I would like Tomycase to add such an effect to my project since I don’t know how to do it

  • Perfect you did it, now to compress the code you can give a parameter to the function and use it to change the text, check the manual :

    https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/events/functions

    and even more possible? for example in 1 action?

  • The "Go" signal makes sence, but the function itself won't be enough to reset the text if you didn't add the correct events, did you make sure to reset Dialog.TextLen to 1 when triggering the function?

    all. I seem to understand you. I really haven't dropped it hahahahaha

    Now everything works, but now it remains to solve the second point, namely, to decide how to contain three actions in two or one so that there is no trash

  • I think you don't get what I'm explaining, nevermind, I get other stuff to do right now, cya later

    forgive me sometimes I do not understand English well. I live in another country

  • The "Go" signal makes sence, but the function itself won't be enough to reset the text if you didn't add the correct events, did you make sure to reset Dialog.TextLen to 1 when triggering the function?

    I didn’t dump anything. I made it so that he could print a new tex again, namely what is in the function

  • > you need to do some customisation here, add an event that reset the text

    Did you put an action that actually reset Dialog text? Also I'd need to see where you put that "Go" signal

  • Well of course, you need to do some customisation here, add an event that reset the text for example, you just asked for text that play a sound for each letter, now you need to adapt it to your needs

    I made all the settings but it does not work

    I previously attached the file, look at it