Magistross's Recent Forum Activity

  • I'm not entirely sure what you want exactly, but I believe a staging canvas will help you achieve your goal. The staging canvas get cleared before every draw call, and the "real" canvas get drawn on only the left mouse button release.

    https://www.dropbox.com/s/5eqad3p64yfgs ... .capx?dl=0

  • Those "Clear canvas" on lines 2 and 3 certainly have something to do with it.

  • 1920x1080 and 1280x720 are both multiples of 640x360, or even 320x180 if you're willing to go that low.

    The reason why you can't have perfect letterboxed fullscreen with 1280x720 is because it's not a multiple of 480x270, so it goes to 960x540 and add black borders around your game window.

  • The easiest way would be to add a new global variable in the "DialogueEvents" sheet. This new variable should then be set to 1 at line 5 (right on the "Dialogue_StartDialogue" function trigger) and set to 0 on line 125 (on the "Dialogue_End" function trigger). It's also worth mentioning that those two specifics functions are the ideal place to hook some code of your own to disable and re-enable your movement behaviors.

    It would then only be a matter of checking whether or not this variable is equal to 0 before triggering a new call to "Dialogue_StartDialogue" (Line 3 of your capx).

  • The utility has a button used to download the dictionary of all dialogues. Even if you have only one dialogue, you still need to use this button if you want to use the Dialogue_StartDialogue("DialogueName") syntax.

    If you replace your JSON with this, it should work.

    {"c2dictionary":true,"data":{"Dialog_1":"{\"c2array\":true,\"size\":[4,7,1],\"data\":[[[\"Ffffffffff hhhh nnnnnnnnn sssssssssssssss rrrrrrrrrrrrrr\"],[1],[\"\"],[\"\"],[\"\"],[\"\"],[\"\"]],[[\"DDDDDDDDDDDDDDDDDD rrrrrrrrrrrrrrrr yyyyyyyyyyyyyyyyyy jjjjjjjjjjjjjjjjjjjj bbbbbbbbbbbbbbbbbbbbbbb dddddddddddddddddddddd\"],[1],[\"\"],[\"\"],[\"\"],[\"\"],[\"\"]],[[\"ttttttttttttttttttttt uuuuuuuuuuuuuuu!!!!!!!!!!!! \"],[1],[\"\"],[\"\"],[\"\"],[\"\"],[\"\"]],[[\"aaaaaaaaaaa qqqqqqqqqqqqqq tttttttttttttt nnnnnnnnnnnnnnnnnn\"],[1],[\"\"],[\"\"],[\"\"],[\"\"],[\"\"]]]}"}}[/code:16il451z]
    
    You should also make sure you don't open multiple dialogues at once. I might add a new global to the template to facilitate this.
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  • I downloaded your file, so I was able to see what's wrong.

    You are using a single dialogue JSON to load as a dictionary. Use the "Download dictionary" button of the utility instead, change the file in your capx and everything should start working as intended.

  • It's a beta version released in september. Makes me realise we are long overdue a stable release !

    You could install r249 and it should open sucessfully.

  • Hi PRIZZRAK,

    Please refrain from posting links to capx containing the template, you can PM me with it instead.

  • This is something pretty straightforward to do with timers.

    Here's a small example.

  • In this particular case, "étape" would be the better choice. The bullet moves "step by step", or "étape par étape".

  • Glad to help.

    Don't forget that you will need to add another URL when you publish your app. Or you could also use the "*" value to allow any origin.

  • I believe everything is working as intended. You probably just need to configure CORS in your Firebase settings. (Which I know nothing about, but this seems informative.)

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Magistross

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