CloudDealer's Forum Posts

  • lennaert My question was how to find such instance in a large existing project, which may not have a dedicated layout for storing default instances. And even it does, not all objects may be there. And even if they are, the default instance may change suddenly if you change the order of layouts.

    I was working on a big game last year and there was a very important sprite with lots of instance variables and behaviors, which was used on many layouts.

    I intentionally put the first instance of it on a separate layout and filled in all the default properties. For example, I put these default values: variable isActivated=0, MoveTo Speed=500

    That was working for a while but then broke. Some other instance of this sprite became the default one. So when this sprite was added in layout editor it was created with these values: variable isActivated=1, MoveTo Speed=200 I had to manually edit them and about a dozen other parameters, which was super annoying. And I couldn't find the instance which had become the default one..

    I don't know if this response helps-- But, if you'd like to use a default main character sprite/character sprite in general, make an Object Bank, and have specific "teleport points" to summon the sprite from the object bank. Therefore, there won't be multiple of the same sprite, and it will always be the default one.

  • I know I'm pretty dumb, and this is probably a simple fix, but-- could you explain what went wrong here?

  • Any tutorials you'd recommend in specific?

  • Set variable1 to replace(...)

    Typewriter text variable1

    I'm just thinking that typewriter might get confused by the replace stuff, so do the replace before.

    It doesn't work.. Any ideas?

    PROJECT LINK:

    drive.google.com/file/d/16hFsSJuBEJtvFeasUdDucM5dgD17ZU9K/view

  • I'd also like to mention, the dialogue is being pulled from a JSON file, not a string/global variable.. If this helps at all--

  • Did you see the project I posted here? You can use the typewriter there, just do all the "replace" actions first.

    This doesn't seem to work.

  • Set variable1 to replace(...)

    Typewriter text variable1

    I'm just thinking that typewriter might get confused by the replace stuff, so do the replace before.

    I'm confused on this, would it be possible for you to send a example project?

  • Try to put it in a variable first.

    Elaborate, please.

  • Is it possible to do it with the typewriter text? It always breaks whenever I try to do typewriter with it.

  • This will be really difficult to make a system which will parse object names and instance variables in JSON strings. What I usually do is I add simple tags, for example: "Hey, (player_name)! If you bring me the magic scroll I will give you (coins) gold coins!"

    And then before showing this line on the screen I replace tags with real values.

    > Set text to replace(text, "(playerName)", Player.Name)
    Set text to replace(text, "(coins)", NPC.questPrize)
    

    Is there something I'm doing wrong here?

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  • (Also, I fixed the directions, I know they were broken.) I still need to figure out how to make it detect inputs.

  • It doesn't seem to detect the input? Did I do something wrong?

  • I want a dialogue sound to play whilst the typewriter types. Is there a better way to do this?

  • It seems to have solved the problem, if I have any further issues I'll notify you! Thank you!

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    As you can see in the video, whenever I exit and re-enter a dialogue with the question prompt, the answers will slowly move off of the prompt. If someone could go through my programming and tell me how to fix this, I'd be very thankful.

    Project:

    drive.google.com/file/d/1bT-4FzU1Smqs9IttNi5z6IEDuHeHLzWC/view