Hi,
I'm trying to make a character sprite's animation change during a dialogue scene. The dialogue is contained in an array, and so far the only way I've been able to do this is by using separate "set animation" events, which is very inefficient. I've tried using loops and loopindex but don't have enough experience to go it to work. Any help would be really appreciated.
Develop games in your browser. Powerful, performant & highly capable.
The game I'm working on uses the 'save' and 'load' actions. On the title screen, how would I get the game to check if a save file already exists when a 'new game' option is selected?
I know it's confusing. I don't really have the experience to get it working, so a small example would be very helpful if possible.
I've tried to recreate what I had yesterday, I didn't save as it wasn't working so I've almost certainly missed several things out.
Thanks lionz.
Could you provide a screenshot of the array setup? I probably putting the right things in the wrong places as I can get the dialogue to display but not cycle through.
Thanks lionz,
I'm still new to this, what do I put in the "()" after array.at?
If I wanted to make a character sprite's animation change during a dialogue scene and the dialogue is contained in an array, is there a quicker way to do this other than using separate "set animation" events?
Many thanks, WackyToaster.
Do I need to add any data to the array in order for it to work?
I should have phrased the question differently. What I was trying to do was only display certain sprites in the sequence when a character is "unlocked" and have a different image display for characters that have yet to be unlocked.
I'm using the below event to scroll through a series of sprite images in sequential order:
Is there a way to modify this so that only images that are visible onscreen will be displayed?
Thanks oosyrag.
I'm using an instance variable to make a sprite change into one of five different costumes. The problem is every time a sprite change is triggered, it goes back to the 'default' sprite on moving to another layout. How do I make the game "remember" the current costume?
Thanks again oosyrag. I found the issue, I'd set a couple of instance variables incorrectly.
Thanks, oosyrag. I'm having some success with the array feature, but have run into a minor issue. When I get to the last string of dialogue in the array, the text displays as "0" afterwards. How do I remove the "0"?
I've just read this short tutorial on using instance variables to display dialogue: construct.net/en/tutorials/using-instance-variables-2326
What would I need to change if I wanted an NPC to display more than one string of text, or display another message once a key has been pressed?