dop2000's Recent Forum Activity

  • Leosa

    In theory - yes, you can probably generate levels (or rooms) randomly and endlessly. But it will be very difficult to make sure that they are:

    a) solvable, so that the player doesn't get stuck

    b) difficult enough to be interesting to play

  • Are you blackmailing me?

    Did you see the the link I posted? In one of the comments on the first page there is a working link to capx.

    If you decide to use this dialogue system, edit the xml file in the project. Either add a function to xml that will change avatar image/animation, or add a new attribute "animation_name" (this will require some changes in the dialogue events).

  • This isn't really a beginner's question and there are not so many people here who are familiar with Spriter.

    So I suggest you re-post it in "How do I" forum and also leave a comment in the Spriter plugin post:

  • Here is a good way to change animations for a platform character (screenshot from someone else's game):

  • Try this:

    Keyboard Shift is down 
    ----------------> player set Platform maximum speed 100 
    ----------------> player set Platform jump strength 100
    Else 
    ----------------> player set Platform maximum speed 50 
    ----------------> player set Platform jump strength 50
    [/code:17ght881]
  • See this post:

  • Behaviors and instance variables are building blocks of any C2 game. You need to read some tutorials.

    https://www.scirra.com/manual/86/behavior-reference

    https://www.scirra.com/manual/73/instance-variables

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  • So you are doing Save, then cutscene, then Load? In this case Load will restore all variables to saved values.

    You can add "No Save" behavior to some global object, create an instance variable on that object and use it instead of global variable. It will not get reset after Load action. Or you can save that value in Local Storage.

  • Global variables are not reset when you change layouts. They can be reset either with "Reset global variables" or "Load" action, or maybe another value gets assigned to this variable somewhere in your code when the game exits from the cutscene.

  • No.. You can use "begin_function" attribute in the XML file to change avatar animation. Simply create a function that changes animation.

    Or a better solution would be adding another attribute: "animation_name". Make a sprite with different animations for everyone, who has dialogue lines in your game, and when each line of dialogue starts set animation to "animation_name".

    So your xml can look like this:

    <TextLine id="1" id_next="2" animation_name="guard">Stop right there!</TextLine>
    <TextLine id="2" id_next="3" animation_name="character">What happened here?</TextLine>
    ...
    [/code:2vcgh4gz]
  • Have you seen this dialogue system?

    I imagine you can easily add an avatar or "mugshot" of a person speaking to it.

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dop2000

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