Milanbaudelaire's Recent Forum Activity

  • OH GOD IT WORKED!!

    (New Event) > Player: Is animation "Walk" playing |

    >>Player: Animation frame = 10 |Audio: Play "Footstep" not looping at volume 0 dB (tag "")

    Thanks!

  • I'm so sorry, but I'm extremely ignorant about all this. Can you be more specific? How should I set up my events sheet so that "SoundEffect" plays on Frame 10 of "Walking" animation, when "Walking" is not the default animation?

  • I'd like my sprite to move between rooms, or levels.

    How can I make sure it is appearing at the appropriate spot?

    I've added an invisible object and set up my events so that when my player overlaps the object, the system switches to the new level. That's good to go.

    However, when entering the new room from the left, I need the player to appear on the new level on the right side of the screen, and vice versa. Please see my screenshot:

    https://www.dropbox.com/s/qbqr2emvpj61f ... e.png?dl=0

    (I need the player to go from position 1 to position 1, 2 to 2, 3 to 3)

    I have my player sprite set to global so that instance values are retained between levels.

    How should I set up my event sheet so that my sprite is entering each new room properly?

  • Wow, thanks!

  • Let me stress that I have no clue what I'm doing.

    I put the timers there thinking that it would play "Listening" animation for 4 seconds, and then play the animation "Talking" for 4 seconds, and back and forth. Then I added a timer for these behaviors in reverse so I could "stagger" the conversation and control which NPC begins talking first. It was a shot in the dark. I don't know how timers work, apparently.

    So, how would you set your events sheet up if you wanted to tackle this?

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  • My sprite has several animations, and I'd like to begin adding sound effects to each of them at specific frames. However, the Audio action that I add after an event doesn't seem to have any options for that?

    I found something called Compare Frame once (Of course I can't find it now) but it only had options for the current animation, which I'm guessing is the default, which is not the one I want.

  • How do I upload a capx file?

  • Okay. I'd like to have some background characters chitchat back and forth. This isn't the only animation that they do, so I'd like to create a function that:

    1)Stops their Platform Behavior, so that they stand still

    2)Switches their default "Walk" animation to the "Stand Still" animation

    3)Character A plays "Talk" animation for 4 seconds while Character B plays animation "Listen" for 4 seconds

    4)Then switch to Character A plays "Listen" animation for 4 seconds while Character B plays "Talk" animation.

    5)Repeat.

    All my NPCs are in a Family called "Extras", so I'll be coding this function for the whole Family.

    I've created the following Instance Variables for the Family:

    Chatting (true/false)

    ChitChat (1-Listen, 2-Talk)

    FacingDirection (1-Not Mirrored, 2-Mirrored)

    The Problem is that on Layer Start, the NPCs that have Chatting(true) continue their walking animation, do not play the chatting animation, and are never mirrored when I set them to be. I did, however, manage to get them to hold their position instead of moving around the screen like those who have Chatting(false).

    Can anyone help? Possibly using a Timer behavior in there somewhere? Please remember that I'm brand-new to coding and Construct 2!

  • Oh, okay. Thanks!!

  • I just downloaded a cool effect from . But when I put it in the effects folder and restart Construct 2, it's still not showing up in the effects panel! Should I be putting it somewhere else? What should I do?

  • Thank you so much!

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Milanbaudelaire

Member since 31 Dec, 2015

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