lionz's Forum Posts

  • If you mean the 5th power up, it looks ok? What is wrong with the enemies?

  • You don't need the variable you can just use 'is not jumping' condition directly

  • Yes thank you that link is working. When you return to a layout as a standard it resets to default. You can bypass this by adding 'Persist' behaviour to the objects you want to keep their previous state. So with this behaviour on the power up and enemy objects they will remain destroyed when you return to that layout.

  • I need a proper share link please, this thing asking me to log in to Brighton College is not going to work. Use onedrive like the first link.

  • That's a bad link

  • You can just use an Else. If NPCs have LOS, Else set text to "". The Else triggers when nothing has LOS. Also please remove the trigger once conditions. For the typewriter logic you'll have to move it somewhere else to trigger once, separate logic required such as switching a variable to true or false on the specific NPC.

  • Hello! Please repost your question when you are sober

  • You can check what the instance variable is doing in the debug view. Check if it goes above 4. What you are saying is there are 5 bits of dialogue and no 6th right? It should work really but you can share screenshot of that event if you are having trouble.

    For deciding between dialogue lines maybe you have to expand into an array to store complex dialogue. It really depends on the game. If you can happily choose between a few strings of dialogue you can still use this method by choosing between multiple string variables. So if topic A begins then choose NPC.dialogue1 and if topic is B then choose NPC.dialogue2. If it is to do with making choices and dialogue following on from options the player is selecting then that is more complex and maybe you need an array and a different approach.

  • Where you have the 4 condition blocks for the operation variable, create another one below there but before the text box conditions. You can even do this by copy and pasting one of the operation variable blocks and then deleting the conditions from there. Set the text at that point, you don't need anything on the left. Look how you are setting the text at the top before the number variable has been decided.

  • Call the function only once not twice. Move the set question text down in the function so it's after you set the numbers. For layout, if you move to Correct then it must use Correct's event sheet but you have none. You can add to Correct on start of layout go to quiz, something like this.

  • Sharing a prototype here for my simple mobile game where you play cards against an AI opponent to take down their tower and gather resources.

    As you can see the art is also WIP, I will hire a UI artist in January to get this released hopefully in the same month. Note that the UX is probably bad as I will be handing that task over to the UI artist.

    I am particularly proud of the slick AI opponent. Good luck and any ideas, comments or critiques are welcome. Tap to play or hold down to discard. Use resource to play cards and gain resource each turn.

    towercards1.netlify.app

  • Inventory can be done with an array, if array is full you pop off the top X(row) and put that item on the ground, while adding the new one to the back of the array.

  • tokenat() will be helpful, it's maybe better explained. Keep the event where you add 1 to the variable on click to increase it. Have another string variable (here I refer to it as 'NPC.dialogue') on the NPC which is the entire dialogue they will have and write each message as one long bit of text with separators, such as "Hello_I am an NPC_Bye".

    Then with actions you set the text to tokenat(NPC.dialogue,NPC.variable,"_")

    This picks the source text so the string variable, the index which is the number and the separator which I used underscore. It allows you to move through one long string of text with each click, where the number variable is the position in the text.

    So when NPC.variable=0 it will show "Hello", when var is 1 it will show "I am an NPC" and when var is 2 it will show "Bye" etc.

    This is useful because you won't need any conditions to compare the variable and it will apply to all NPCs, very easy.

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  • You wouldn't use that operator in this scenario because for example when the variable is 2 you are trying to set the text but it will also run that 0 and 1 are false so set text to nothing, you are trying to set multiple texts at the same time. Just use a normal compare variable condition if variable=0 and if variable=1. Or to go one step further you could write all the dialogue as a string with a separator and use tokenat() expression where the index is the NPC variable.

  • You have a typo in Processing when you start the timer