DesignOnMyMind's Recent Forum Activity

  • I am trying to incorporate some guitar strumming/swiping controls (upward & downward) for an app I am working on. I have made guitar string sprite buttons and put touch controls on them but they have to be touched straight on to play the audio clip. I have tried On Touched Object, Is Touching Object, and On Tapped Object. I would think there should be a simple way to do this. Thank you in advance.

  • I made a test version of something I am working on. In my original file, the conversation animation does not auto play, since it is originally set at 0 in the event sheet (same way as in my test version). In this test version it auto plays. Also, in my original file, it won't show the highlight box at all unless I set the original opacity to 100. In my test version, the highlight box does appear after the animation has autoplayed. What I want is for the conversation animation to not progress until the player collides with the NPC (Amy) and clicks the next button to animation frame 2. I also want the highlight box to not appear until reaching frame 2. It seems like it might be working if the animation won't auto play. I am just trying to make a simple NPC conversation and the player to be able to choose an answer eventually. I have uploaded my capx file and it is at file dropper dot com slash npcchat-test

    Any suggestions would be appreciated! If you know of a tutorial that has this method in it or a better way of doing this, please feel free to share as well. Thanks!

  • Is there an easier way to do this than the previous post by justifun? I have tried to experiment some with that method, but just can't fully wrap my brain around it. I am making an NPC dialogue and I have the dialogue as a series of animations in a sprite. I have a next button and a previous button with touch controls to add or subtract the conversation sprite's animation frame. What I want is the player to be able to pick from 4 choices when they reach animation frame #6. I have a blue highlighting square/button (set at 0 opacity) I want to appear when they reach frame #6. I have tried the compare frame animation as a separate event, but I can't get my blue highlighting sprite to appear as opacity 100 percent when frame #6 is displayed. Any tips, I'd greatly appreciate as I've been stuck on this for too long.

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  • I changed things up a bit and used the pin option, but it wasn't working right. I tried to change things back to the way they were before, and used the system every tick set position to player's hand image point and now it's working fine, even when he jumps. Thanks for the advice. It's a miracle!

  • I created a character and animated him. I created a sword and animated it by his movement. They are each in separate layers and I have a secondary image point set on his right hand for all of the frames of his animation. I have an image point set on the sword as well. Basically, the animation works pretty good if I quickly press left or right and hold down those buttons (for like 5 seconds), but sometimes when I press the right arrow for only 2 seconds or 3 seconds the character slides in front of the sword and it no longer looks like he is holding it in his hand. If I just tap the left or right arrow it stays in his hand as it should. I'm wondering if this has anything to do with his speed, but I've also tried slowing him down and that doesn't fix things. I've tried using the stop animation function/feature, and I've also tried setting it to a StopMovement animation (1 frame) which I have for his sword as well (this is how i have it now)

    Also, when he jumps, the sword does not follow him. I was going to put up a link to a Youtube video of it but it won't let me post it.

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DesignOnMyMind

Member since 24 Aug, 2014

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