Typewriter text effect?

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Post » Sat Jul 02, 2016 10:31 pm

Hi, I try to implement this technique by calling a function whenever a character needs to inform the player about smth. Function has 2 params: text itself, text object ID.

inside a function I set a variable, and while it is set I do the "every 0.05 sec" routine with function parameter 1 instead of SourceText.Text (as in example)

No typing is detected sofar and the only text I've received is "text"

Can anyone help me?

p.s. I use rex's function2, but it shouldn't be a problem, right?
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Post » Wed Aug 17, 2016 8:47 am

Ashley wrote:Here's a one-event version!


@Ashley

So many possibilities with your one event!
*Insert Signature here*
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Post » Tue Aug 30, 2016 10:30 am

how do I add sounds or repeating noises when the text is revealing?
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Post » Tue Aug 30, 2016 12:42 pm

SansTeFox wrote:how do I add sounds

Bacon1Ipsum.capx

SansTeFox wrote:or repeating noises when the textis revealing?

Bacon2Ipsum.capx
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Post » Fri Sep 15, 2017 7:33 am

I'm aware this thread is old, however, the link for the 'one event version' is no longer valid. Is it possible to paste a snapshot or another link?
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Post » Thu Nov 23, 2017 4:55 am

I just figured this out from the Bacon1Ipsum.capx file above. I din't want typewriter noises or anything so I stripped it down to the "one event."

  1. In your layout, create a text object containing the text you want to type out. Name it SourceText. Then create an empty text object and name it DestinationText.
  2. Then in the event sheet for that layout, add the System event, "Every X Seconds." I gave it a value of 0.075 (larger numbers type slower, smaller numbers type faster).
  3. Finally add the "Set Text" action to that event. In the "Text" field enter: left(SourceText.Text, len(DestinationText.Text) + 1)

Hope that helps!
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