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  • See this post:

  • Behaviors and instance variables are building blocks of any C2 game. You need to read some tutorials.

    https://www.scirra.com/manual/86/behavior-reference

    https://www.scirra.com/manual/73/instance-variables

  • So you are doing Save, then cutscene, then Load? In this case Load will restore all variables to saved values.

    You can add "No Save" behavior to some global object, create an instance variable on that object and use it instead of global variable. It will not get reset after Load action. Or you can save that value in Local Storage.

  • Global variables are not reset when you change layouts. They can be reset either with "Reset global variables" or "Load" action, or maybe another value gets assigned to this variable somewhere in your code when the game exits from the cutscene.

  • No.. You can use "begin_function" attribute in the XML file to change avatar animation. Simply create a function that changes animation.

    Or a better solution would be adding another attribute: "animation_name". Make a sprite with different animations for everyone, who has dialogue lines in your game, and when each line of dialogue starts set animation to "animation_name".

    So your xml can look like this:

    <TextLine id="1" id_next="2" animation_name="guard">Stop right there!</TextLine>
    <TextLine id="2" id_next="3" animation_name="character">What happened here?</TextLine>
    ...
    [/code:2vcgh4gz]
  • Have you seen this dialogue system?

    I imagine you can easily add an avatar or "mugshot" of a person speaking to it.

  • Any program can glitch and corrupt your file if you save it to one location and don't make backup copies. You have nobody to blame in this situation but yourself.

  • Probably some issues with your browser then. Have you tried clearing cache?

  • It's hard to understand what's going on in your screenshots.

    I made a little demo:

    https://www.dropbox.com/s/7wb796s7gbco9 ... .capx?dl=0

  • The easiest way is to define 5 imagepoints on the table sprite. And then simply place cards on these imagepoints.

    Card #1 goes to "CardPoint1", card #2 goes to "CardPoint2" and so on.

    Card set position to (Table.ImagePointX("CardPoint" & cardNumber) , Table.ImagePointY("CardPoint" & cardNumber))

  • Your code is too complex..

    If you have the same emotions in the same frames in Faces and EmotionWords sprites, you can do something like this:

    variable clickedFace=-1
    variable clickedWord=-1
    
    On clicked Faces        -> Set clickedFace=Faces.animationFrame
                           -> Call Function "SeeIfCorrect"
    
    On clicked emotionWords -> Set clickedWord=emotionWords.animationFrame
                            -> Call Function "SeeIfCorrect"
    
    On Function "SeeIfCorrect"
       clickedFace not equal -1
       clickedWord not equal -1
    
            clickedFace=clickedWord  -> Set text to "Correct"
            
            Else                     -> Set clickedFace =-1
                                     -> Set clickedWord =-1
                                     -> Set text to "Incorrect"
    [/code:hc0lxzcr]
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  • This is quite a big and complex task.

    Check the FAQ and Tutorials, there are a few examples of inventory.

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dop2000

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