Bl4ckSh33p's Forum Posts

  • Right, I should have tried it this way earlier. I have On Start of Layout > Get Item to make it quick but checking it first would only Get Item if it exists. But it seems to work now with my "hack". Thanks for the suggestion.

  • Its a global number which is stored. It only happens at the first start when no value is set and its loaded from storage. But I think I found a fix. Instead of comparing the value with the system action and checking if its NaN I used the local storage compare action:

    + LocalStorage: On item "Highscore" get

    ----+ LocalStorage: Value = ""

    -----> System: Set HIGHSCORE to 0

    ----+ System: Else

    -----> System: Set HIGHSCORE to LocalStorage.?ItemValue

    ----+ System: Trigger once

    -----> Highscore: Set text to HIGHSCORE

  • I tried but it did not change. I added another check but its still NaN. :/

    + LocalStorage: On item "Highscore" get

    ----+ System: LocalStorage.?ItemValue is NaN

    ----+ OR System: LocalStorage.?ItemValue = ""

    -----> System: Set HIGHSCORE to 0

    ----+ System: [X] LocalStorage.?ItemValue is NaN

    -----> System: Set HIGHSCORE to LocalStorage.?ItemValue

    ----+ System: Trigger once

    -----> Highscore: Set text to HIGHSCORE

  • Hi. I tried a few numbers shown in visual studio but none worked so far. Where can I see the current Win 10 SDK Version to enter it for UWP exports?

  • I submitted my project in a new bug report.

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  • Ok, thanks. Would be great if bigger files could work with the expansion feature from play store.

  • hi. r32 should fix this and it seems to work fine in a new test project but in my game made with r31 it does not work. I tried exporting it to nw.js but its not changing the background, so its not only a preview issue. Any idea how to fix it?

  • Hi. I load highscore from local storage at start but even after adding a check if its "NaN" it displays "NaN".

    + LocalStorage: On item "Highscore" get

    ----+ System: LocalStorage.?ItemValue is NaN

    -----> System: Set HIGHSCORE to 0

    ----+ System: Else

    -----> System: Set HIGHSCORE to LocalStorage.?ItemValue

    ----+ System: Trigger once

    -----> Highscore: Set text to HIGHSCORE

    Did I miss something or is it bugged? If empty is not "NaN" then it should show the empty value and not "NaN" in the text object?

  • I thought "release build" is the signed build. I have 4 options when building for Android: none, project only, debug build, release build.

    Would be great if you don't have to do this or other extra steps.

    STARTECHSTUDIOS How big is it?

  • Posted it here before I found the suggestion site.

    I can even replace hat with player, which has platform behavior and not the same behavior as the hat. I upload a bug example.

  • Maybe its a bug? All HAT objects are just a single frame sprite with no instance vars, no behavior, or anything else. Just a single image, cloned and with a different image inside. So it should be possible to select them for replacement?

  • So it does not work if I just use the signing in the C3 build menu? The dev Center showed a hint about a new signing method in play store. I used Intel XDK in the past. Do I need to sign it manually now?

  • Hi. Just wondering if you are adding things like leaderboards, achievements and cloud saves for Xbox/Win10?

    https://developer.microsoft.com/en-us/g ... tform.html

    https://developer.microsoft.com/en-us/g ... l-overview

  • Hi. Did anyone already test if the new build feature apk's work on Google Play store? Would be great if you could just upload the built file instead of using the project to manually build it in Intel XDK or other services.

  • Hi. The rightclick > replace object is great if you have many similar/cloned objects but it does not work everytime which could save even more time developing.

    Is it possible to expand this to allow more replacements? I work on a new quick game on C3 right now and I use a player sprite and a hat sprite (we all love hats, right? ) but when I set the hat to an image point I can't replace the object with another hat, only the original object and the player sprite is shown in the list.

    Example code (NOTE: inverted conditions are not shown when you use rightclick > copy as text in C3!):

    + Function: On "ResetHats"

    + Hat1: Is UIElement

    + Hat2: Is UIElement

    + Hat3: Is UIElement

    + Hat4: Is UIElement

    + Hat5: Is UIElement

    -> Hat1: Set position to (-300, -300)

    -> Hat2: Set position to (-300, -300)

    -> Hat3: Set position to (-300, -300)

    -> Hat4: Set position to (-300, -300)

    -> Hat5: Set position to (-300, -300)

    I can just click any hat to replace the object with any other when I use set position.

    + System: Every tick

    ----+ System: HatID = 1

    ----+ Hat1: Is UIElement

    -----> Hat1: Set position to (Player.?ImagePointX(?1?), Player.?ImagePointY(?1?))

    ----+ System: HatID = 2

    ----+ Hat2: Is UIElement

    -----> Hat2: Set position to (Player.?ImagePointX(?1?), Player.?ImagePointY(?1?))

    <<<<<<<<<<<<<< I cant switch Hat1 to another hat here when I use Player.ImagePoint. But why? It works if I double click, then go Back twice to select another Hat and then click contine twice - it keeps the "Set position" and the value. Would be great if you could just replace the objects.

    .....