Magistross's Recent Forum Activity

  • Just updated ! Check out the first post.

  • Sorry for the delay, I was away quite a while on a holiday.

    The first thing that comes to mind is the Layer. The system create objects on the "HUD" layout by default. If it doesn't exist, it won't create anything. You can either change the constant "DIALOGUE_LAYER" to an existing layer name or add a new empty "HUD" layer.

    Let me know if this helped !

  • I believe you are loading the Dictionary and not a single dialogue array, so you should use Call "Dialogue_StartDialogue" ("DictionaryKey") to call the correct dialogue.

    You could indeed add a fade in effect, but once again, you might have to adapt the code a bit, depending on how you want the fade to behave. The simplest would be to add a fade in behavior to the 9-patch (window), SpriteFont and portait sprite, and be done with it. However, it might not quite be what you want. You could set the behavior disabled on start, and enable it conditionally on object creation. You could also delay the "typewriting" to occur by setting the "Dialogue_Timer" to an arbitrary value (most likely the fade in duration in ms) instead of 0 in the "Dialogue_StartSequence" function (event 10).

    Don't be afraid to experiment, the system should be robust enough to work even though you fiddle a bit with it.

  • desasteraang To disable the typewriter effect, you can change the DIALOGUE_DEFAULTDELAY constant to 0. This will effectively make all text to appear instantly (everything processed in a single tick). However, you will have to get your hands a bit dirty in the code to implement a text speed up function.

    First, create a function under the "DialogueSystem" event group named to something like "Dialogue_SetSequenceCharDelay". This function should receive an optional time parameter (in milliseconds), and use this parameter to set the variable "Dialogue_SequenceCharDelay" to its value, or revert to the default value if no parameter is provided. Like this :

    Next, if you want the text to "typewrite" faster when you hold the left mouse button, you could do something like this :

    Let me know if I was too cryptic in my explanation.

  • The utility definitely help to create and test dialogues, but its most useful capability is to export to a JSON file. It's that particular file that must be added to your project and then loaded via AJAX.

    For your last question, the text function {wait:3000} and {next} can be combined so it will automatically go to sequence 2 after 3 seconds. (3000 milliseconds).

  • Typo, I meant "HUD" layer in all layout, sorry. I guess a global layer could work too.

  • It's most likely a typo in the pre-requisites section, as the Microsoft Universal Ad Client SDK is indeed compatible with VS2013.

  • I believe HTML/Javascript ad support was recently added for WP, check these links out :

    https://msdn.microsoft.com/library/mt31 ... 30%29.aspx

    https://msdn.microsoft.com/library/mt31 ... 30%29.aspx

  • Forms object aren't rendered in the canvas, so you won't be able to take a snapshot of it.

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  • First, create a new layer and place it at the top-most level. You can also rename it to something like "Fade". In its properties, locate the "Transparent" one, and set it to "No". Next, set the "Background color" property to black (or any other color you wish the fade to be), and finally, set the "Opacity" property to 0.

    The actual fading can be done in a number of way, but the easiest one is to lerp from 0 to 100 using an incrementing lerp factor. Like this :

    The "Start of layout" can be replaced by any trigger you want.

  • This probably has to do with the origin point of your sprite, although we'd have to know more to be sure.

  • One way to do it is to use a non-transparent layer with a black background, and lerp its opacity from 0 to 100 using a lerp factor of your choice.

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Magistross

Member since 4 Jul, 2011

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