Tomycase's Recent Forum Activity

  • Okay here it is :

    Just like ome6a1717 said, you need to use a variable that is compared to your text length, in my example the variable is Textlen, for the text I use a third-part plugin for typewriting, but it should be almost the same for C3 typewriting : while the text is animating, it checks if the variable value is smaller than your text length with len(yourtext.text), which will update the variable and play a sound;

    The sub-event is for checking if last character is a space or not, by comparing the first character starting from the right of the text; it will play a sound only if the character isn't a space, if you don't need that you can remove the sub-event

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  • That's why I asked about your objects acceleration and deceleration, and it is related to their maximum speed too, what you can do if you don't want to mess with those parameters, is to give them a variable or boolean, and if true, apply vector X, and turn it off with a timer

  • In that case, if your enemies uses platform behavior, you need to set their vector X and Y on player touch, and depending of their position relative to player it will be a negative or positive number for vector X, and a negative number for vector Y to simulate a small jump

    Edit : what are your enemies acceleration and deceleration parameters?

  • I made a system that works for any text length, I don't have my computer to show you but it consists to check if the text length is different from a variable, and also check if the last character is a space or not to play a sound only if there is a letter

  • Do you want the enemy to stay on the floor when pushed or with a little jump?

  • Hi, to begin with can we have some details about your game, is it a plateform game? 8 direction?

  • Looks like you didn't see my message, I answered you yesterday :

    "It shouldn't, the event that look for the objects destruction doesn't take any order in account, only the fact that an item in this family is destroyed, it is probably caused by something related to your code or your enemies sprites setup before starting a preview"

  • It shouldn't, the event that look for the objects destruction doesn't take any order in account, only the fact that an item in this family is destroyed, it is probably caused by something related to your code or your enemies sprites before starting a preview

  • Well it should involve all instances from the enemies family, but if it works now well that's good, glad I could help ~

  • Did you make sure that Activation was the same as enemies number? Otherwise maybe another event was interferring because it should works, as 4*25 = 100, also you should move the collision actions to the top event instead of sub event as it needs to be trigger only once

  • No problem! Can't wait to see your game ^^

  • Perfect, your game should run fine now

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Tomycase

Member since 3 Apr, 2016

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