LeSpark's Forum Posts

  • 8 posts
  • Thanks, but i mean not the player but every object in the game the player needs to be able to get behind AND interact with.

    Like the chair, the collision polygons only make up the lower 25% of that sprite, so the info mouseover (which just shows "Chair", "Table", etc.) doesn't work with the whole sprite.

    So i have to make an invisible sprite for every of those objects?

  • Hi,

    i am currently trying to create a graphic adventure and for the player character to be able to walk behind objects i had to reduce the area of collision polygons to at least the lower 25%.

    But now it's also necessary to move the mouse cursor to these 25% to display the object information (for example "Look at chair"), which could confuse most players.

    My question is: How can i use the whole sprite for a mouseover without increasing the collision area?

    Thanks in advance for the help!

  • I'm surprised that just displaying several pages of text isn't easier to implement.

    The linked tutorial seems to be much more than i need, but i'll check the tipp with the object timescale.

    Thanks!

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  • Would it be possible to share your events, so we can see what the issue is?

    Of course:

    So the function stops the game, displays the text along with UI, waits for the button press and then hides these elements again. And repeat.

    But if i use it as shown above it just displays the result of the last function call. BUT it works with "Wait dt seconds" between the calls, but after pressing the button the UI flickers (because you notice the show/hide actions) and the game jerks since the "dt" happens. But i can't find a way to get it to work without it.

  • For example, there are three of my "dialogue-functions" in a row, which are supposed to show the text and an avatar. One button press shows the next text.

    But because of the "Wait for signal" in the function it just directly skips to the last one, UNLESS i use "Wait dt seconds" between each. But this results in a noticable jerk between each text display because the game continues for a tiny moment.

    Not sure object object timescale. Like pausing everything but the text object?

  • Sorry for the double post, but perhaps a shorter question for my problem above would be:

    How can i flip pages of text via button press while the game is paused?

    Again, thanks in advance!

  • I'm currently trying to create the following function:

    Something happens (collision, specific time, etc.)

    -> Text window appears and game pauses

    -> Pressing a button displays the next page of text

    -> Text window closes and game resumes.

    Since i need to use function parameters i wanted to have something like that:

    "Call function 'dialogue' (avatar id, the text)"

    "Call function 'dialogue' (other avatar id, more text)"

    "Call function 'dialogue' (avatar id, even more text)"

    Which i got to work, but because of the "Wait for signal"-action i use in the function i currently have to add "Wait dt seconds" between each function call, which results in a very small "jerk" with each button press. But unfortunately i wasn't able to find a method without it.

    I hope, i could explain the problem in a comprehensible way. And thanks in advance!

  • Hi,

    i'm currently trying to create a GUI for dialogue text, but some reason i'm unable to use multiple function parameters that contain text strings.

    The first one works fine, but the second is just displayed as "0" (Zero).

    This are my events:

    Many thanks in advance!

  • 8 posts