I don't know how this can be possible, you need to post your project file.
It's not a bug, it's the way picking works. Check out this post:
construct.net/en/forum/construct-3/how-do-i-8/pick-instance-comparing-140726
Basically, if you pick a road by road.id=choose(0,1), the engine checks every road instance separately. And for every road instance it generates a new choose(0,1) number to test against. That's why sometimes one road is picked, sometimes none, and sometimes both. (when both roads are picked, player is created on the first road, that's why you can see more players on the first road).
Here is how to fix this:
I was hoping it would be simple. In your opinion, is Construct 3 going to be the least difficult of the game engines to work in?
It's not a terribly difficult task, but it will definitely be time consuming. I don't think it will be any easier in other game engines.
Here is a quick and basic demo with swipes:
dropbox.com/s/ne9lw2f112ahk31/SwipeLettersGame.c3p
Dragging and proper wrapping will require more work.
"[background=#000000]USE "&ITEM_NAME&" WITH...[/background]" - this is correct, I tested and it's working, I got text on black background.
If it doesn't work for you, please post a screenshot of your events.
I did this with a tilemap:
dropbox.com/s/o0m1gx5tmsfr293/RollerPaint.c3p
If you add all NPC sprites to a family, you can create a family instance, and a random family member will be created.
Another option is to use Create by Name action - Create by Name choose("Barmaid","Drunk","Patron",...)
Use "Repeat 2 times" to create two instances.
You should only enable this block when the cutscene starts. Or add a condition "MoveTo is moving"
You can change animation based on the moving angle. Character.MoveTo.MovingAngle is between -45 and 45 degrees -> Set animation "Right"
and so on.
Add MoveTo behavior and 3 simple actions:
It will move to point 1, then point 2, then point 3 and stop.
You can use relative coordinates, for example:
Character Move to (Character.x, Character.y-100)
It will move 100px up from its current position.
If you just need the sprite to move between 3 waypoints, it's very easy to do with MoveTo behavior.
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1. CellX and CellY are tilemap coordinates (or indices) of the clicked tile under the mouse cursor.
2. Then you scan 100 tiles down starting from CellY. You can adjust this number depending on your tilemap size. If a non-empty tile is found, create turret there and exit the loop.
All these addons are not very popular, I don't think any of them have been ported for C3. I suggest you look for a different template.
Here is a simple dialogue system you can try:
dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx
Member since 26 May, 2016