lionz's Forum Posts

  • What did you try so far ? I feel like whatever I respond with then the next reply will be asking me to make it.

  • I can see what you've gone for and I would also be taking a similar approach with an array with locator id but it will need some tweaks, specifically you should not go for this idea then use a new variable for each dialogue and a new text object also.

    - Use the same text object for dialogue and set its position to the npc you are near. Set text to npc, not npc to text...

    - For dialogue use one global variable that tracks the array position, not a different variable for each npc or dialogue...

    - Possibly make use of an npc family so you can reference 'npcs' instead of individual ones. This way you can pick out a single npc to set visible and make the rest invisible in one event...

    Also I think you missed off a part of the event in screenshots as I didn't notice anywhere you increase the position variable to move through the dialogue. My guess it is the last one where you press spacebar but you didn't show the full event.

  • If you add ScrollTo on the player it becomes an infinite space

  • it's endless already, no illusion needed!

  • You can create the weapon object and set variable 1 to choose(Kings,Godly) and then variable 2 to choose(Haste, the Whale) for example it picks one of the options.

  • Means you moved it to a different folder or could be like a school access thing like you need to log in to access the folder.

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  • What stage are you at ? Did you already make an inventory system ? If making an inventory with an array I guess you would need 3 columns for the weapons with stat 1, weapon, and stat 2 in different columns. You can display the weapon name by using all 3 columns. Or if the game is more object based you can use 3 instance variables on the weapon object and when equipped then weapon.stat1 and weapon.stat2 mean something.

  • No idea then, from the event looks like it should delete all Felipe_Solido

  • Are you trying to destroy Felipe_Anim? because you picked the wrong object to destroy if that is the case.

  • You probably won't be able to make a single function out of every outcome of a key press which is why I wouldn't use functions to begin with because what you're describing is not repeatable bits of code. I use events based on the key pressed, not detect any key pressed then pass the key pressed through a function and determine it's outcome all inside one function, seems unnecessary.

    If I press 'down' then the player falls through a platform, that's one event. In a separate event if I press down and I am in the menu then other things may happen based off menu=1, I don't need functions.

    You can also make use of groups. If you are in the menu then you can disable the player controls group for example.

    Maybe some hardcore developer has got an idea about these 'callbacks' and will respond with their input but I wouldn't use them myself.

  • How you are using the functions sounds alien to me. I see it as a repeatable set of actions. If I wanted to have different outcomes I would send through different parameters.

  • Maybe I'm misunderstanding you but you can still call functions using C3 and I don't see an issue.

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  • This looks fine assuming those events are running all the time, you didn't show the top of the event.

  • Ask an artist to make you one :)