lionz's Recent Forum Activity

  • What is the uncommon herb medicine code you mention, you didn't share this? This looks a bit convoluted for adding an item to an array, do you definitely need to use dictionaries?

    You could store an item as a global variable string and use that to add in the array. You can run a basic 'for' loop from 0 to array.width to find the next empty X and store that somewhere to make sure it's working and finding the correct row.

    Once that is confirmed you can then try adding the item to that row and confirm that is working. Also since you are using a function, you could find the dictionary item required outside of the function and pass it through the function as a parameter to also check it.

  • To pick the family in this case then the behaviour needs to be at the family level. You should still be able to pick each object individually, the family is there to manage it into one event but you need to have a family behaviour added.

  • You can check if object.count = 0, that means none exist.

  • The picking looks correct so maybe all the microphones are set to 'ice', check this in debug mode during run time.

  • Saving and loading instance variables between layouts is not really standard practice, you should use global variables or a global player object.

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  • 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

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lionz

Member since 5 Aug, 2013

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