Milanbaudelaire's Forum Posts

  • Wow, thanks!

  • Let me stress that I have no clue what I'm doing.

    I put the timers there thinking that it would play "Listening" animation for 4 seconds, and then play the animation "Talking" for 4 seconds, and back and forth. Then I added a timer for these behaviors in reverse so I could "stagger" the conversation and control which NPC begins talking first. It was a shot in the dark. I don't know how timers work, apparently.

    So, how would you set your events sheet up if you wanted to tackle this?

  • My sprite has several animations, and I'd like to begin adding sound effects to each of them at specific frames. However, the Audio action that I add after an event doesn't seem to have any options for that?

    I found something called Compare Frame once (Of course I can't find it now) but it only had options for the current animation, which I'm guessing is the default, which is not the one I want.

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  • How do I upload a capx file?

  • Okay. I'd like to have some background characters chitchat back and forth. This isn't the only animation that they do, so I'd like to create a function that:

    1)Stops their Platform Behavior, so that they stand still

    2)Switches their default "Walk" animation to the "Stand Still" animation

    3)Character A plays "Talk" animation for 4 seconds while Character B plays animation "Listen" for 4 seconds

    4)Then switch to Character A plays "Listen" animation for 4 seconds while Character B plays "Talk" animation.

    5)Repeat.

    All my NPCs are in a Family called "Extras", so I'll be coding this function for the whole Family.

    I've created the following Instance Variables for the Family:

    Chatting (true/false)

    ChitChat (1-Listen, 2-Talk)

    FacingDirection (1-Not Mirrored, 2-Mirrored)

    The Problem is that on Layer Start, the NPCs that have Chatting(true) continue their walking animation, do not play the chatting animation, and are never mirrored when I set them to be. I did, however, manage to get them to hold their position instead of moving around the screen like those who have Chatting(false).

    Can anyone help? Possibly using a Timer behavior in there somewhere? Please remember that I'm brand-new to coding and Construct 2!

  • Oh, okay. Thanks!!

  • I just downloaded a cool effect from . But when I put it in the effects folder and restart Construct 2, it's still not showing up in the effects panel! Should I be putting it somewhere else? What should I do?

  • Thank you so much!

  • I found the problem! This tutorial helped me: https://www.scirra.com/tutorials/253/ho ... ame/page-7

  • I have an enemy sprite that won't loop some of it's animations, even though the animations are indeed set to loop. Is there something I should be looking at that I'm not seeing? It is a platform game, and the enemy has platform behavior.

  • I want to create an item like the Mario Bros. flashing star power-up. What do I need to do to set the time (roughly 4 seconds), and any other info you might find helpful?

  • Got it! Thanks!

  • Hello Wonderful People!

    I am new to Construct 2. I am making an 8-bit Platform game.

    When I defeat an enemy sprite, I don't want it destroyed-- I want it to run off screen in a fit of tears. I figured out the running off screen part, but unfortunately if it collides with my player on the way out my player still takes damage. Is there a way to make the enemy sprite inactive, or un-collidible, upon defeat? As in, my player sprite can no longer interact with it?