Tomycase's Recent Forum Activity

  • Hi, try to add "Else" condition to the "Within angle" conditions, also I don't think you need to duplicate the "Simulate Left/Right" events for the Up and Down moving conditions;

    Now another method would be to create two text variables for your player, one for Left/Right and one for Up/Down;

    When Left pressed (and not down) set variable to "Left", when Right pressed set to "right", if any of those key released, set to ""; Same for Up and Down with the second variable;

    When moving, set player animation to ""Walk_" & Variable1 & Variable2", you just have to rename your walk animations, so if Left/Right variable = Left and Up/Down = "Up", the game will pick the animation named "Walk_LeftUp"; :

    The upside of the second method is that is uses mostly triggers instead of loops, downside is it makes it a little complicated to keep the diagonal animations when the player releases the keys, and so needs some more customization

  • Hi, if you have a defined number of followers for the player, you could always create image points for your player object and use these points as coordinates for the followers, for example Follower1 will move to Point1, etc

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  • Would you mind to send your project so I can take a look into it, thanks

  • To begin with, you up arrow event should be at the top, it's no use to put it under an every tick event;

    Next, you picked the wrong object in the pick event, you must pick the NPC object and not the HUD itself, as it is the NPC that contains the variable "NPC_State", so in the action event the game knows which NPC to pick to set the HUD animation name;

  • Have you set the parameters of the tileset correctly?

  • System : Pick by comparison

    Select the object to compare and which parameter from the object to compare (x, y, variable,...), in your case the boolean that determine if the NPC is talking, equal to 1 if true, equal to 0 if false;

    All the actions next to this condition will pick this specific object;

    Don't forget to compare the family and not the individual object so it can pick any object in the family that meet the condition;

    Also I still recommend you to read the manual

  • Really, how so if I may ask?

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  • I won't be available to craft an example for the moment, meanwhile I recommend you to check C2 manual about system conditions : scirra.com/manual/124/system-conditions

    There are also a lot of existing topics about the question, a google search should do the job;

  • Good, using this boolean you can pick which NPC is currently talking or interacted with (system event "Pick by comparison"), and then create the HUD sprite next to the NPC, and in the same action set the HUD frame/animation based on the NPC variable, for example if variable = Happy, HUD : set animation to NPC.(your variable), and when exiting the dialog, destroy the HUD object

  • Hi, you should take a look on Spriter website and youtube, as far as I know there are some good tutorials out there on how to use it

  • Actually a variable given to a family becomes an individual variable for all the object it contains, you can select an object with that variable inside the family, but also outside it, if you check the object variables in an event you'll see that it shares the variables of the family, it's better than creating a variable for each individual object;

    Back to your mockup, do your NPCs have a variable that define if the player is talking to them? Like a boolean that would be on if talked to, and off if not

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Tomycase

Member since 3 Apr, 2016

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