Tomycase's Forum Posts

  • Search for some footage of a game that does what you're asking here, otherwise it will be hard to get clearly what you want

  • Can you post a video of a game that uses this mechanism?

  • You need global variables (or array) to store the sprites ID from a layout to another, let's say you have a variable named CarVar :

    • > On car_body clicked : System > Set CarVar to car_body.animationname

    Same for the wheels, then on start of the next layout :

    • > On start of layout : car_sprite > Set animation to CarVar
  • Can you post a screenshot of your actual code? Thanks

  • 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 :

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

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

  • 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?

  • 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

  • Depends of what you call "a first time", you have to be more specific

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  • drive.google.com/file/d/1DazY6HhNMJOGOgUGk5IGkUXWDaHinLI4/view

    I detailed each conditions and actions, I also made two groups, one with the previous method which I don't recommand, and a second with the better method which allows you to fully control your text, have fun ~

    (be sure to not have both groups enabled when testing otherwise it will break)

  • As long as it works it's the essential ~

  • Try to move this part in a subevent under PlayerPoints >= 5

  • I figured a better way to do it that give you more control on the typewriter effect, don't have my pc at the moment tho, I'll edit this post with the file link later today

  • Ok I found a method :

    It uses 2 texts objects, "TextSample" which contains the full text, and "Dialog" which display the text character by character;

    "Dialog" uses two variables : TypeSpeed, which is the typewritting speed, and TypeLen, which is used to check the progression of the typewritter;

    In this example on Enter pressed, it repeats "the number of characters in TextSample" times this action:

    Wait Dialog.TimeSpeed x Loopindex seconds, set Dialog text to "Self.TypeLen" numbers of characters from TextSample starting from the left, then add 1 to TypeLen, so during the first loop it will return the first character, second loop, two characters, etc;

    The sub event check if the last character from the right in Dialog is a space or not, if not, it will play a sound;

    Btw you can replace TextSample by a global variable to access it from anywhere in your project, and also give to Dialog a boolean to confirm it is currently typing to avoid any trigger problem