"[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.
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If you just need the sprite to move between 3 waypoints, it's very easy to do with MoveTo behavior.
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
Do you press keys on keyboard to move the player? And enemies move at the same time? Then either you have some mistake in the events, or you enabled default controls for enemies. Hard to guess without seeing your project file.
Oh, I see, thank you!
Loading a URL permanently overwrites the animation frame it's loaded in to.
So this updated URL is still kept somewhere, even when there are no instances left and the sprite is unloaded from memory?
Member since 26 May, 2016