kop9000's Recent Forum Activity

  • The duration divided by the number of characters so every 5/9 seconds.

    this does not work. The sound continues to work endlessly

    And then I want to immediately say the text I can always be of different sizes

  • Due to the fact that now the typewriter plugins do not work on new versions of the program, I am looking for a way to do this in a standard typewriter function

    I need the sound to play only once when one letter is printed. I tried different methods but nothing worked for me. it constantly plays sound even when the next letter is not printed

    https://drive.google.com/file/d/1B8HMEy0LUzYvBriAcaRr9eAsbu_28GKW/view?usp=sharing

    help me please

  • So you are that guy who contributed 10K+ translations made with Google Translate? It took other people two years to fix your horrible mess!

    .

    There are other limitations in Free version besides the number of events - you can't have more than 2 layers, 2 effects, 1 timeline etc.

    See this page (hope you can read English, lol)

    https://www.construct.net/en/make-games/buy-construct-3/personal-plans

    thanks

    By the way, my translation was normal and inappropriately arguing with me

  • I use r157 and I still have the opportunity to create an event, but the program swears for some reason

  • I am extremely unhappy.

    At first. in the construct 3 standard function "Typewriter" which was recently added very everything is very limited

    1) there is no function when, for example, one letter is printed and sound is played, after which there must be a pause. And he constantly plays the sound until the text is printed

    2) there is no text typing speed function

    Secondly, Previously, the rex_text_typing.c3addon and rex_timeline.c3addon plugins worked for me, but now, firstly, one rex_timeline.c3addon plugin generates an error when construct 3 starts, and secondly, these two plugins only work during runtime 2

    Thirdly, I had a big project and now it is outdated and needs to be redone

    please convert these two plugins at runtime 3

  • Well the method doesn't really work for a game. If you load slot 1, then you have some planets. If you load slot 2 then you have some other random planets. But if you load slot 1 and play it and you have things like player health or items, then you load slot 2, you don't have this health or items it's a different game so it won't be continuous.

    It is a complex game, especially if you want it in one layout. Even if you store planet co-ords in an array and spawn the planets again based on these, you also need to store what happens when you enter one of these planets and then load that data too.

    what do you suggest i do?

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  • Well this looks like something different, it is loading a save slot each time so it would be a different game and you couldn't share data across it. Looks like you will need arrays for this to store generated data, I would start learning from the manual and tutorials.

    Firstly, to whom I have to transfer data, and secondly, I can’t definitely with the arrays, even if I read the textbook

  • So you don't have a game yet? I thought you were just asking how to retain data that you already made. Sorry, I don't have time to make such an example as creating many worlds in a single layout with random generation. That's not really a simple thing to ask for.

    I have already done a little differently.

    github.com/Roguelike2018/myprojectx/files/2872447/generator_test.3.zip

    How do you like that

  • editor.construct.net

    he example is good, but how can I have in a single layout many worlds with their own features and positions of the Objects?

    I need just such an example

  • You're talking about a No Man's Sky type depth of game right with unique planetary systems and then you go to the planets and they contain unique objects. It's quite complex so you're going to have to get used to the fact that it won't be too easy to make.

    Whatever method you used to generate the planets, I'm saying if you give the object 'Persist' behaviour then it will retain its values when you return to it in a layout. Somewhere along the way I guess you would have to use arrays though.

    can you throw me an example?

  • please post examples

  • If the planets are in different layouts you can use the persist behaviour on objects so they are retained when you return to the layout. If you save the game using system save I think it remembers all persist objects as well because it just saves the current state of the game.

    I also want peace on the planet itself to be preserved but I do not know how to do all this

    help me please

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kop9000

Member since 4 Nov, 2015

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