lionz's Forum Posts

  • It probably just doesn't fit into your text object.

    Try using a text input (disabled) instead.

    Also try to avoid updating text every tick in general. Update when it changes instead.

    It's not to do with the text object space as I checked it, there is a genuine problem as though it doesn't like the format or something. But at the same time I'm not sure why you would ever need to display the json on the FE, I don't see a need for it. That's why I'm asking as storing it in a variable should be enough.

  • I'm not sure what's happening but the question is do you need it displayed on screen in your game ?

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  • So looks like the guess was correct. You could put 'down button is not pressed' under the idle animation.

  • Check out tips here on how to post in this forum construct.net/en/forum/construct-3/how-do-i-8/best-help-tips-forum-139528

    Help us to help you by explaining what you did and adding info, thanks!

  • To give a proper fix I would need to see all animation events but in general the issue will be that it is trying to play more than one animation at the same time.

    Look for events that can be true at the same time, just a guess here is that you have an idle animation for 'player is not moving' and if the player is crouching they are also not moving so it will try and play both idle and crouch.

  • There is a condition on the Mouse object 'mouse button is down'

  • Nice! It's like that game Vampire Survivors I guess ?

  • You could still use Construct 2, and as far as I know you can import the capx into Construct 3.

  • It's always been this way and I was told intentionally so. Maybe the mouse only detects <canvas> objects. The button has its own click condition you can use though.

  • Since the logic you are going for is enemy following the player then use the Pathfinding behaviour. The enemy won't get stuck on walls with this.

  • Ok so as I suspected, it is working. To block out the E press you can do it a few ways, probably the best way is to add a condition appletext_index=0, this way it is blocked out until you do a reset later and set it back to 0 for a new bit of dialogue.

  • Got it guys.. im sorry if it sounds bad. Just kind of frustrated when cannot find the right answer for the problrm.

    i should refer to the manual more often after this.

    thanks!

    Feel free to post a new topic in the How do I ? section

  • Yes I understood all this, my point is that we can't see what you are doing with that variable. It should be set to false before they pronounce, then set it to true when they do. None of this is in the screenshot. Then when pronouncecorrect is true it will go to the next bit of dialogue. If that variable is set to true then it will go straight to the next bit of dialogue without the pronounce. So you don't need these extra bits like signal. Also what is the outcome at the moment when you try it ?

  • I don't think you need that signal. Aside from that we don't know what you are doing with 'PronunciationCorrect'. It needs to be set to false to allow the waiting, if it's always true then this logic won't work.

  • There must be some kind of ethical limit about charging people for a plugin which is just an instance variable that already exists in Construct