Hi,
I have a setup where the player can scroll through a list of images of unlocked trophies using the up and down arrow keys. If a trophy condition hasn't been met a "locked" image is displayed. I've found that the "locked" image appears even after all the trophies have been unlocked. How do I stop this one image from being displayed?
I followed the example and it's working now, thank oosyrag. I had a couple of things in the wrong order.
Thanks AllanR.
Could you give a brief example of the above post using the variable option? It's not working for me and I find visual examples help a lot.
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In the game I'm working on a character is awarded trophies when certain conditions are met. How do I get the "add 1 to" a global variable the first time the conditions are met, instead of every time the event happens? "Trigger once" isn't working.
When testing my game in Firefox, music files don't play on changing layout. Music files play if I launch debug mode in a particular layout, but not when playing through the game and moving to a new layout.
I found a similar issue posted here: construct.net/en/forum/construct-2/how-do-i-18/firefox-restart-music-121927
Moving the music files to the "Sounds" folder seemed to fix it, but this isn't working in my case. All my music files are webm (WAV). Please help.
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Many thanks dop2000, this is really helpful.
A playable character sprite has five different costume animations. The costume is currently determined by a global variable. So far the only way I can get the correct animations to play is by adding individual "set animation" events. I know there's a much more efficient way of doing this but can't get it to work.
I'm having an issue with a global sprite with platform behaviour. It's visible in all the layouts it's supposed to be, and is then set to have platform behaviour disabled and to become invisible for layouts where it's not used. Whenever I return to a layout where it's supposed to be displayed it's always invisible. Debug mode states it's visible and it's on the topmost layer. How do I fix this?
Hi oosyrag,
It's working now. I'd been using both X and Y coordinates in the action block, using only X is displaying the animations. Thanks, this issue had been bugging me for a while.
Thanks dop2000.
I have the animation names in the Y1 row beneath the dialogue at Y0. I'm still fairly new to arrays and can't work out what action I need to use to get the animations to play. I'm assuming it's Array.At and the sprite object but am clearing missing something.
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.
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.