Vikingvikingviking's Forum Posts

  • It sounds like it works. Add another language and test to be sure.

    Scalability is essential, you don't want to change anything when adding new languages except adding a language file and a way of selecting that language file, but if you need to change other events/code, it's probably not optimal.

    In my experience, most of the time, companies use JSON-files. One for each locale and defined naming conventions like: en-US.json for American English, en-GB.json for British English, etc.

    One JSON-files is loaded when the game starts, and then other files are loaded when the user selects a language.

    What you find is easiest for you is probably the best solution if you are working solo.

    One thing that can be good to support is the possibility to pass variables to translation.

    E.g. If players can add there own name then it is nice if npc can use that name when talking to the player.

    All projects are different test things and you will find a solution.

  • Hello,

    I would say that you need to save the time the game was closed.

    When the game is started again, load the saved time and compare it to the current time.

    Depending on the difference you know how much life to add.

    Here us a link to get you started, look for the section about unixtime:

    construct.net/en/tutorials/building-clickeridle-games-2388/building-basic-clicker-2

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  • Hello,

    The error says the audio file you try to use is not supported. If you try to play a .rar, that is probably the problem.

    Try adding another sound that in an audio format such as: .ogg

    Here is a list of supported formats:

    construct.net/en/make-games/manuals/construct-3/interface/dialogs/import-audio

  • Good to hear the global variable is working for you.

    About the text disappearing in some layouts, I have no clue. Maybe it’s not added to the layout, or perhaps it's set to an empty text.

    You can run the game in debug preview mode and see if the text object is created. If created, it will be in the list of objects In the layout. Then you can inspect it and see if it has a text value.

    Debug preview is one of the options in the dropdown shown when holding the play button in the top bar In the editor.

  • Sounds like you want a global static variable.

    Create a variable in a global scope (not inside event or group)

  • Oh, thank you!

    I’ll check it out when I'm by a computer.

    Thanks again!

  • Thanks, from what I see in that post they suggest compare frame. I was looking at that but it seems a bit weak.

    For instance, if I change the length of my animation, then I would need to change the event as well.

    I was more looking for something like sending a signal from the animation at a certain frame.

    If I could use a signal from the animation I would only need to select a new frame in the animation timeline and emit the signal from there. The "code" would still just listen for a signal, I would not need to change an if-statement.

    I guess what I'm looking for is not available.

  • Hello,

    I'm kind of new to construct but I have experience with unreal and godot, in those engines there is a feature to set a keyframe in an animation and trigger a function when that keyframe is reach during playback. Is there something similar in construct?

    Thanks