SpriteFont is an image. It will always look exactly the same on all devices. While Text object may be rendered differently, depending on the browser, installed fonts etc. There are lots of other differences - SpriteFont can be scaled smoothly, you can control the spacing for each individual character etc. And of course, since it's an image, you can add any effects to characters, outline, shadow, or even replace characters with pictures.
For example, you can display a message "You collected 10 #", where instead of # symbol there will be a picture of a golden coin.
klabundee is right, in your example it doesn't matter when you set the boolean variable, you can set it in the main event.
But in situations when you need to run an action after previous sub-events are finished, you have to do it like this:
Or something like this:
On every tick For each Coin ordered by Coin.Y Coin set x to lerp(self.x, Player.x, dt*10/(loopindex+1))
Physics behavior is definitely not a good choice here.
I'm making gifs with GifCam tool - it's free and easy to use.
blog.bahraniapps.com/gifcam
You can't just copy/paste events here, we are not able to read them.
You need to make a screenshot and post it as an image. Or upload your project file to a file sharing service and post the download link.
I'm guessing you didn't add delays between dialogue phrases. Try this:
Set text to "it is a beautiful day outside" Wait 1 Set text to "on days like these, poachers like you..." Wait 1.5 Set text to "should be burning in hell"
For a more advanced dialogue system, check out these links:
construct.net/en/courses/displaying-dialogue-games-36
dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx
Where is that "else"? I can't make sense of your code..
If only one combination of checkboxes can be correct, all you need to do is this:
Submit is clicked .... is checked .... is checked (the winning combination) .... is checked Add 1 to Correct Else Add 1 to Wrong
Note, I recommend changing Submit to a button, this way you will not have to use "Trigger once" (which can cause different problems in this code).
My player still only moves in front of the tree and when he doesn’t he collides with it as it’s a solid.
Wait, your trees are solid?? Then how the player is supposed to get behind them? Does my example work if you remove Solid behavior?
If you don't want the player to collide with trees, you need to define collision polygons on the tree trunk only, and also enable/disable the Solid behavior with events, depending on player position.
Develop games in your browser. Powerful, performant & highly capable.
Is music already playing when you open this layout? If it is, then you need to stop it! Use "If sprite not on screen -> Audio stop music tag"
Can you post a screenshot of events? Or better yet - your project file.
To convert from layer A to B:
X = CanvasToLayerX("B", LayerToCanvasX("A", x, y), LayerToCanvasY("A", x, y))
Y = CanvasToLayerY("B", LayerToCanvasX("A", x, y), LayerToCanvasY("A", x, y))
Check links in this post, there may be an easier method:
construct.net/en/forum/construct-3/how-do-i-8/bitwise-bitmasking-autotile-150445
Bro, just set horizontal alignment=center, vertical alignment=center, Hotspot=center.
If this is not what you meant and the problem is with something else, you need to give more details and post your project file.
Actually, there is an easier method with just one action:
On every tick Scroll to X: (scrollx + cos(Touch.AngleAt(0))*Touch.SpeedAt(0)*dt * 0.6) Y: (scrolly + sin(Touch.AngleAt(0))*Touch.SpeedAt(0)*dt * 0.6)
This will scroll in the opposite direction at 0.6 speed
You mean the music starts playing, even when the sprite is not on screen?
Or the music continues playing when you move to this layout from another one? In this case you need to stop the music, it won't stop itself when you switch layouts.