Balky's Forum Posts

  • I'm a bit late with reply, but we managed to resolve it with some fake apps :))

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • The problem is Apple.

    99$ license does not allow you to sell without involving app store, and the request for the app came today, and must be finished in 2 days.

    Using "apple" as service provider, means that they have 7-15 days to "prove" the app, and I can't wait that much.

    So, Yes I have the license, and Yes I have Mac, and Yes I can do it in Xcode, Construct 2, this and that, but problem is legal distribution of the "product" without waiting for Apple to give "amen to that".

    It is incredible how such easy thing can get so complicated.

  • Actually, the whole problem is licence.

    We (my wife an I) do develop iPhone apps, and try to sell them on the store. But for God knows which reason, Apple is such a mess, so we can't develop app for third party and sell it legally.

    Buying 300$ Enterprise license to sell 25$ worth app is nonsense, so I wanted to give a try with construct 2.

  • Hi,

    I got quite urgent request to create simple iPad app for some company show.

    It would be one time used only, and would do nothing but displaying 4 images on touch, and when all 4 images are touched it would display some nice text.

    I know that this could easily be done in powerpoint (or what is the name of MacOs version of powerpoint), but, they would like to have app.

    I have some old iPhone, and I tried to create "hello world" with construct two, touch works fine, and my images disappear, but I can't get it to look like app, it is always within browser.

    is the phone gap the only way to avoid that, or there is something that I'm missing here in construct 2 ?

    please advise.

    Tnx :)

  • Hey Anthony, I've checked thisIsCute several times, It's nice

    thing, very good done job!

  • Hi there,

    I've asked a question about qilox like game some 2 weeks ago, and thank to R0J0hound, I've managed to create something.

    I still do not like the mathematical issues that occur if I cut the white area and the game slows down like hell, but, will look into some fine tuning.

    all comments and suggestions are more then welcome! :)

    You can test it here:

    Discover Croatia Beta

  • Agrhh..

    I gave some blood today, most likely this is the cause to such brain damage :))

    It was obvious :)... Tnx! Works like a charm :)

  • Hi,

    I have like 13 objects, that are parts of menu, and I wanted to change mouse icon on each, so that it becomes visible, that you can click on it.

    I'm using this approach, but for some reason it only works on last object, no matter how much of them do I setup on mouse over / out behavior.

    Link To Screenshot for 3 objects

    I have a feeling that it's just some minor thing that I'm missing, so if you can help please. Tnx :)

  • Tnx.

    Sound like good way, I'll see if I'll use it.

    I have problems now with lock, [invert]mouse over lock performs action every time and it should not...

  • Ok, as usual when u are fed up and ready to give up, it means you are closest to solution. :)

    I just figured out that I can set value for each instance of lock manually (<varies>), and then easily "Lock value=AvailableLevel: Lock Destroy" ...

    Don't know if this is the best approach but works fine now :)

  • Hi,

    I'm trying to figure out how to create menu with locked / unlocked levels.

    I'm using WebStorage to store and autoload "AvailableLevel" global number.

    Now, where's the catch.

    I'm having 5 sprites (5 levels), and on top of them 4 instances of "locked" sprite.

    I've tried destroying them lock levels by UID, but as I do not know exact UID of object it's a problem.

    I've tried by setting up instance variable, but I cant set

    Instance 1 - have instance variable value = 1

    Instance 2 - have instance variable value = 2

    ...

    I've tried by "System pick Lock instance 0,1,2,3,4 - Lock Destroy" and this is closest to working, but for strange reason at one point it destroys 2 locks not only 1 and I do not understand why..

    What's correct approach.

    Idea is to have 22 levels, and I need to know exactly which "locked" sprite instance is which one (by number) in order to create groups and paths.

    Eg. when 1,2,3 are resolved, you get option to play 4 (not 5 and 6), 7 (not 8 and 9) .... like you will have path that you can follow, and then it splits in two and you can choose where to go, what to play.

    I could resolve it by creating 22 times same locked sprite, but I do not find it as "best approach".

    Tnx for any suggestion!

  • Hi R0J0hound,

    I have strange problem, and as I still don't really understand how some details work, I'm not able to make it work properly.

    So, If you can take a look.

    Basically, I've re-copied your steps (one by one, but you did all so there is no place for invents :)) ) but my game is not working.

    I have following problems:

    • I get red box around my player (and you do not get anything like that around your ball
    • My trace does not plot a line, but rather just leaves some fragments when i change direction
    • when I cut "imaginary" part (one that was supposed to be drown) I get some spots and even the code blocks and crashes my browser.

    Can you please take a look.

    dl.dropbox.com/u/24807712/C2/ProblemBoxCut.capx

  • Is there a better way to indent / outdent groups / subevents ?

    Sort of shortcuts or something.

    I've run into a problem, when previous group ends with subevent, there is no way to pull next group to be indented as "top level", but I rather have to create fake top level event, pull group here, then delete this event... :)

  • Yes :)

    I was bit overexcited so I did not read your post completely in first reading, later on I figured out that it is already explained where and why :)

    But, I'm looking at your example, and must admit, I still don't get it :)

    Why do you have to use Wall is visible - Set die to 1, then again set wall not to be visible, and set bx to 1 ...

    I'm trying with when "enemy" (ball in your case) is colliding with "wall", but as wall is invisible, nothing happens - does it mean that it must become visible in order to collide with ball, and then you make it invisible again ?

  • Wow :)

    Actually you did everything I asked :) Tnx!!

    I've checked, there are quite few bugs occurring, black ball sometimes get's out of green area, and percentage of green area decrease even if nothing is moved (sometimes), but I'll see how can I fine tune it and use it.

    Tnx a lot, it really looks good! :)