Burvey's Forum Posts

  • It works! Thank you.

  • That's a good idea. I'm going to try that. I had another idea using a second variable but I think your way might work better. I'll let you know how it turns out. Thank you.

  • On button clicked System set GV_Animal to TextBox.Text

    (when triggered) Audio Play GV_Animal not looping from sounds at volume 0db (tag "word").

    Audio On "word" ended -> (calls a function here)

    It works so long as the word is an audio file but if it's not then not then no audio plays so the function never runs. I tried adding an else but I either set it up incorrectly or it just didn't work properly.

    I'm open to any ideas.

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  • Well, I thought about that but there are too many sound files to do it that way. Unless I can make some kind of file with all the words in it and then compare the variable to that list. Then if the word isn't on the list then the default would play. I'm just not sure how to go about doing something like that, or if it's even the best course of action.

  • Why not make each language have its own layout, then have the player choose the language they want at the beginning of the game.

  • No problem. Sometimes it's just easier to see then to read what to do.

  • You can't format one part of the text differently then another part of the text using the textbox object. You can use 2 different text boxes if you want. Or Rex makes a plugin called TagText that lets you format text pretty much however you want.

  • In one of my games I have a text box where the player can type in a word, like a type of animal. That word is set to a variable and then I play an audio clip based on the variable. So, for example if they type the word "cat" in the box, the audio file "cat" will play. Same with "dog", "chicken" or whatever. My question is, how do I play a default sound if the word they type into the box isn't an audio file that I have in the project. For example, if they were to add the word "house" or "asdf" or just leave the box blank, I can play something like incorrect.wav

  • You probably want do do something like if W and D are down simulate movement (choose either right, down or both if using 8 directions instead of 4), and set animation to back.

  • Check out the behavior called Pin

  • I've done it both ways, with IDs and with different sprites.

  • Yeah, I was going to say you should start a new project, import all your images etc and copy your event sheets over and see if that fixes it for you (don't forget to make sure you set up all the object properties etc again as well or you wont be able to copy the event sheets). If you would like a fresh pair of eyes to take a look at the capx feel free to PM me. I will delete it afterwards and I won't share it with anyone. Either way, good luck.

  • I just wanted to confirm that after upgrading to the latest NW.JS version the system save works as intended. The issue persists in the older version. Thanks again.

  • Glad you got it figured out.