aquadijoib's Forum Posts

  • Thanks for your reply!

    My App is showing up in the Play Store now about 30 hours later. An update that I just made took only about 2 hours to be available. 2 hours are okay but 30 hours exceed even their time limit. There definitely seems to be an issue.

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  • In my example just set the variable for the angle on the circle to something between 0 to 360 degrees. You can do it like this:

    Every tick

    • Add 1 to Variable

    If Variable is > 360

    • Set Variable to 0
  • This is an example I made a while ago.

    You can use the slider on the Bottom in this example to move a box along a circle.

    I hope this helps!

  • Hi,

    I know that this probably isn't the right forum, but I would like to know if someone already experienced a similar problem.

    I uploaded my second App to the production phase in Google Play yesterday. It took about 12 hours for it to show up as published, but even then I couldn't open it with the provided Play Store link.

    I updated the App again and now about 3-4 hours later it was updated. But still no way to open my Store Entry.

    The last time I published something to Google Play, it took about half an hour and I could open it with the Link.

    Does anyone know if this is normal or what could have gone wrong?

    Any help is appreciated!

    Thanks!

  • I made this Checkpoint Example CAPX a few days ago.

    When you move the player over the red boxes in preview, the last one you reached is always green. When the game is restarted, the player will spawn next to the last active checkpoint. So it should be exactly what you're looking for.

    I you have any questions about it feel free to ask!

    I hope I could help!

  • Thanks xmnboy for your info,

    I tried moving the project files to a different (completely empty) drive. After I selected all the image files in the package assets I tried building it and got the same error again:

    ERROR (-7) from "client:upload-manager": Error in zipping package asset files: : File not found: E:/SmartWebRadio(mobile)/www/E/SmartWebRadio(mobile)/package-assets/app_icon_96x96.png Error at new ComponentError (C:\Users\user\AppData\Local\Intel\XDK\xdk\core-modules\public\component-error.js:17:1122) at makeError (file:///C:/Users/user/AppData/Local/Intel/XDK/xdk/components/client/upload-manager/upload-manager.js:17:170) at getComponentError (file:///C:/Users/user/AppData/Local/Intel/XDK/xdk/components/client/upload-manager/upload-manager.js:17:265) at file:///C:/Users/user/AppData/Local/Intel/XDK/xdk/components/client/upload-manager/upload-manager.js:17:22849 at _rejected (file:///C:/Users/user/AppData/Local/Intel/XDK/xdk/node_modules/q/q.js:844:24) at file:///C:/Users/user/AppData/Local/Intel/XDK/xdk/node_modules/q/q.js:870:30 at Promise.when (file:///C:/Users/user/AppData/Local/Intel/XDK/xdk/node_modules/q/q.js:1122:31) at Promise.promise.promiseDispatch (file:///C:/Users/user/AppData/Local/Intel/XDK/xdk/node_modules/q/q.js:788:41) at file:///C:/Users/user/AppData/Local/Intel/XDK/xdk/node_modules/q/q.js:604:44 at runSingle (file:///C:/Users/user/AppData/Local/Intel/XDK/xdk/node_modules/q/q.js:137:13)[/code:17emcsi1]
    
    So it actually doesn't have anything to do with spaces in my path because the drive I used was completely empty and only had that one file in there. Right?
    After that I renamed the file path in the .xdk file in my project folder like this: "relPath": "package-assets/app_icon_96x96.png",
    I did this with all the files and got the build finally working 
    I hope you find the problem that is causing this error 
    Thanks again for your help!
  • The tokenat expression is actually quite simple. It works like this: tokenat(text, index, seperator)

    The text ist just the input. The index is 0 based, so if you have a text like this "Hello World" and you use index 0 with whitespace as the seperator (you have to input " " for whitespace) you will get the word "Hello". Index 1 will return "World". This way I check the first 'word' in the input. If it is /pm the condition is true. The third event uses a number of system expressions to filter out the "/pm" and only return the text after it. Basically it uses the mid() expression to get the text from a specific starting point (index) to an end point. I set the starting point with a combination of len() and tokenat(). Len() returns the number of characters in a string so i put in the tokenat(textbox_in.text, 0, " ") to get the number of characters from the "/pm" command. This will be 3 everytime for "/pm" but this will make it more dynamic. After that I have to set the end point (index). This is just the length of the whole text ( len() expression again) minus the lenght of the "/pm" command (3 characters).

    That should be everything for this example

    I hope you can understand

    Feel free to ask anything!

  • Thanks for your answer Ashley,

    I installed the latest beta release r238 and exported my project with cordova. In the options I enabled "Use new Intel XDK project format".

    After I loaded the .xdk file in the Intel XDK, configured all my build settings and imported the icons and splash screens, I get the same error as before. The files that can't be found (icons and splash screens) are in the right folder though and I can even open them in the built in file explorer in the Intel XDK.

    I'm not sure if this still is a compatability issue between XDK and C2's new project format or something else.

    Thanks again!

    EDIT:

    I just tried disabling the "Use new Intel XDK format" option but I got the same error again when trying to build (It fails while uploading the project files).

    So it seems like it doesn't have anything to do with C2 I think. I'll probably have to wait until the next XDK release and see if it works then.

    Thanks!

  • I would do it like this:

    Button: On clicked

    -- TextBox_input: Text is NOT "" (case insensitive) <----- Check if the user has written something in the input textbox

    -- tokenat(TextBox_input.Text, 0, " ") = "/pm" <-----Check if the first token index (0) in the TextBox_input.Text is "/pm"

    -----> TextBox_output: Set text to mid(TextBox_in.Text, len(tokenat(TextBox_in.Text, 0, " ")), (len(TextBox_in.Text)-len(tokenat(TextBox_in.Text, 0, " "))))

    The action "TextBox_output: Set text..." just sets the text in the output to all characters that come after the "/pm".

    I hope this helps!

  • You can use the file chooser object to load a file and then you can load the image in a sprite with the returned data URI in the "Load image from URL" action.

    Here is the manual entry of the file chooser: https://www.scirra.com/manual/182/file-chooser

    I hope this helps! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • You can have random 'reload' and firing times by doing this:

    Add the Timer behavior to your villains (enemies)

    On start of Layout:

    ---> Enemy: Start Timer "fire" for random(1,3) (regular)

    On Timer "fire":

    ---> System: Create object "bullet" on layer 0 at (enemy.X, enemy.Y)

    This will make them shoot a bullet every 1 to 3 seconds.

    I hope this helps!

  • Ashley,

    I just found some beta releases of Construct 2 which are newer than my current version (Stable release r233).

    It seems like the beta releases contain many bug fixes and changes that have something to do with the Intel XDK. Do you know if my problem could be fixed by updating to a beta release?

    Thank you!

  • You use a global variable in your project to set the sprites rotating. That's the problem because if that one variable is true, all sprites start spinning. You need to test every single object and the way I would do that is use an instance variable for each object that is set to true if the mouse is overlapping it.

    Then if the instance variable of the object is true, the sprite will start spinning.

    i hope I could help!

  • I haven't done this myself as I would use arrays to make a level editor and loader but maybe you can use the save/load function to make a really simple editor.

    If you make an editor where the objects of your game have the same name as in the game itself, you should be able to place the objects anywhere on screen and use the SaveStateJSON expression after On save complete or On load complete to return a string with the contents of your room.

    You can save these strings in a project file which you can place in your game. There you can load that file and the layout will be built up just like it was in the editor (just be sure that every object has the same name as in the editor).

    As I said I'm not sure if this even works but it's an idea.

    I hope this helps!

  • You can use the distance() system expression. Just compare the distance from the player to the bullets with your range and if the distance is greater than the range destroy it.

    For example:

    Compare 2 values: distance(player.X, player.Y, bullet.X, bullet.Y) > 200 <--- Your range in pixels

    ----> bullet: Destroy

    You could also use the fade behavior to destroy the bullet after a certain amount of time.

    I hope this helps!