lionz's Forum Posts

  • When you release the button then the conditions for the other animations are true such as idle, walk or whichever on is interrupting it. You can add to the condition for the interrupting animation 'attack animation is not playing', that way it will finish playing attack before reverting to the other ones.

  • Ah sorry I rarely use tween and it seems that you can only add one tween behaviour. Other ones such as platform you could create a second behaviour at family level and replace family object and behaviour in events, but for tween you cannot do this so yes unfortunately you must create the events again

  • This looks very confusing, I would have to make something from scratch when I have the time. The events don't really show how you run through the dialogue in the game, only how you are populating the array. The key event is how you are using the dialogue in the game then you can add the animation logic with it.

  • The way I do it is to add a second behaviour to the Family then start reworking the events with that, then you can delete the one at the object level. If you delete the behaviour before this I think it starts deleting related events which you don't want.

  • Show me the logic you have for cycling through the dialogue, it kinda depends on this.

  • Hello.

    I will not give you a direct answer.

    It is impossible to answer this question quickly in a nutshell.

    Because interconnectedness follows from this.

    If you answer it, you will have to write an article.

    Wouldn't it be better for you to start learning with the built-in lessons of Construct 3 try it step by step

    It's impossible to answer? It's changing one animation for another m8

  • Depends what the conditions are for running, but you add a condition like 'key is down' then set animation to RUN.

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  • If you have all the dialogue at Y=0 column and the animation names at Y=1 column then the dialogue is array.at(loopindex,0) and the animation name is at array.at(loopindex,1) when in a for loop to run through the array. If it's slower than this you could put it in a function and replace loopindex with a parameter variable that increments and you add 1 to every time you call the function.

  • Origin is not part of the selection so it must not be finding some of those image points for some reason and reverting to it.

  • Use 'choose' instead of 'random'

  • It's a desktop game right so should be fine, I don't see a problem.

  • Depends on memory usage, you could probably do several rooms in a layout if they are the same theme then use other layouts for other levels.

  • Depends if you managed to run the dialogue in an efficient way from the array but if you are running through it in one event using loopindex then you could put the name of the animation used in an adjacent column and as you play the dialogue you can set the animation to the array.at() which would be one event.

  • You can have conflicting conditions that happen at the same time and try to play more than one animation, it is a common problem. You have to add extra conditions to make sure it can't happen, such as adding to your movement controls 'is not jumping' so that it will play the jump animation.

    When you are attacking you can set a variable for attack. Then you add to the movement controls and anywhere else it might conflict, 'is not attacking' so that the attack animation plays when you are attacking and the movement plays when you are not attacking.

  • Do you have another sprite stuck to the player that is a box? Hard to guess without the file, I would share link to the file if you want it resolved :)