lionz's Forum Posts

  • As mentioned above 'Set Text' is used for refreshing text. Every time you call that it will update with whatever the global variable exists as at that point.

  • In the same way as picking for the pinning, you need to pick instances for animation change so you'll need a for each again to split everything out. When you say for each you are saying for each individual instance of the object. If you don't specify this you are saying please do it with the first instance of the object.

  • Your event will pin everything to the one instance because you haven't 'picked' anything so it defaults to picking the first instance. Your logic should be something like 'for each worker - spawn animation, pin to worker', essentially putting those last two actions into a 'for each'.

  • I don't know anything about the game. Can you receive all quests at once? You would probably need a global variable for each quest, an amount of gold, wood and enemies. You update the text based on which quest you want to show or which one you are currently on. You could set up a variable for currentquest, if it is 1 then show the enemies quest, if it is 2 then update text for the gold quest. Depends how your game works and how the quests are viewed.

  • Under the other animations add a condition play when not jumping (is Jumping inverted)

  • Oh right I thought enemyskilled was a variable. When you receive the quest you update the text to something like "You must kill"&quEnemies&"enemies" where quEnemies is a global variable set to 5, the text will then display You must kill 5 enemies. Each time you kill an enemy you subtract 1 from the global variable so it now says You must kill 4 enemies. You set the text to update every tick.

  • On enemy killed > append text to quest journal

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Edit Post, the pencil on the top right of the very first post.

  • on start of layout set size to 1,1,1. Pretty much clears out all the zero data and makes for easier pushing and popping.

  • > You can't. You'll have to make a custom loader layout of your own.

    >

    Any tuts on this??

    Yeah, make an image. Set Use Loader Layout to Yes. Haha, I don't make a habit out of editing backend js files.

  • Oh right I thought you meant in C2.

  • You can't. You'll have to make a custom loader layout of your own.

  • We don't hate people that need help with C2 lol. You need a condition that blocks the other one out. All actions run at once when it is true and from top to bottom in C2. You need to put in a condition on the left, something like on clicked if changeplayer is 0, set changeplayer to 1. And on event 3 you need if changeplayer is 1 set changeplayer to 0. However, because they run top to bottom in C2, you're going to find that it looks like nothing is happening because event 1 is true then event 3 is true. Usually for this i add a wait of 0.1secs on the actions on the right hand side.