liquidmetal's Forum Posts

  • Cute main character. Reminds me of those coal imps from Hayao Miyazakis "Spirited Away". The whole game concept is quite enjoyable. Good work. Keep it up!

  • Neat controls. Looks like a lot of fun. I will play it!

  • Those are really helpful. Thanks for sharing.

  • Hah hah! Looks fun. When will it be released?

  • [quote:1nnl604y]Hi so I want to make a sound pop up when a layer comes visible.

    That was your problem. My setup solved this problem. Have you at least tried it out?

    The layer "hint" becomes visible when hitting the collision object - a sound is played once. You can replace the condition on collision with object with what ever you want. The counter is just for making the layer invisible again so the procedure can be repeated. You can also replace this mechanic with whatever you want.

  • Yeah, thats it! It suggests real adventure in exotic locations. Very good work! How many single screens will your game have?

  • Ok, here we go. This should do the trick:

    The player object gets the boolean "hintVisible". Set it to false. The layer "hint" is only visible when this boolean is true. It is toggled by hitting the blue collision object. Then a counter with a global variable starts. After 6 seconds (adjust it to your needs) the boolean is toggled to false, the layer becomes invisible and the player can hit the collision object again repeating the procedure. Since "on collision with object" is identical to "trigger once while true" the sound is played once when toggeling the boolean.

  • You need an instance variable. Set it to boolean. Toggle it from false to true when the layer is visible and back to false when invisble. Make it that the sound only plays when said variable is false. That should make the "trigger once while true" obsolete.

  • With the method I described you can pop up as many text boxes as you want. It isn't restricted to one box. Also I thought you wanted the specific boxes to appear when the player has reached a certain distance to a specific object. When they all are supposed to appear at once you don't need the distance calculation.

  • The art style has something hypnotic about it. It is also quite addictive. Two thumbs up!

  • For a first game this was very good. I liked the level design very much. You got talent!

  • Looks beautiful. Could be used for some kind of spell casting effect.

  • I don't see why it would look better. You set the layer visible which makes the text box pop up. What would be the difference?

  • Thanks for sharing these examples!

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  • I always place these kind of text boxes outside the layout with a deactivated fade behaviour and implement the following event:

    system / trigger once while true

    system / distance(player.x, player.y, object.x, object.y) <= whatever

    \\> textbox -> set position to element.x, element.y -100 (makes it appear above the element)

    wait 2.0 seconds

    activate fade behaviour (destroy after fade out)

    This is one event with two conditions. Trigger once while true prevents it from resetting the textbox every tick.