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?
Hi,
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?
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Thanks klabundee.
How do I make an object fade in when a sprite moves within a certain range, e.g 100 pixels away from it, and to fade out when it moves e.g. 300 pixels away from it?