BluePhaze's Forum Posts

  • You can store the data in web storage. What I usually do for waves, obstacles, etc... Set up a variable for the amount of time between waves (waveTime). I then setup a timer and have it use the waveTime variable to define how long the timer runs. For example every "waveTime" seconds do X. Where the magic comes in is that on X you decide what should happen. As the difficulty rises, etc... you can drop the waveTime variable down to decrease the amount of time between waves.

    If you want to randomize your waves based on difficulty, create a variable called difficulty. When your timer runs you can do something like this:

    Every "waveTime" seconds

    -->If difficulty is 1 > Set enemyWave to Choose (a,b,c,d,e,f)

    Then in your events you decide what enemies you want to spawn for a, b, c, etc... for example I could say:

    if enemyWave = a > Spawn Red enemy

    if enemyWave = b > Spawn Blue Enemy, etc... etc...

    You do this for each difficulty 1, 2, 3, 4, 5, etc...

    That gives you a very simple yet random game that adapts based on the difficulty and will also spawn multiple types of enemies so that the game does not get stale. And each difficulty you also decrease your waveTime variable so enemies come faster and faster as the difficulty rises.

    You can also use the variable for difficulty or one for wavenumber and have the enemies health, speed, etc... go up based on them as well. That way even if they run into the same enemies they are more difficult to kill on higher waves, etc...

  • Simplest doesn't exactly equal the best option. Follow any of the tutorials (or just read them) and you should get a good feel fro which is simplest. Simple is relative. Simple in terms of just getting to an APK, or getting one that works on Android or one that works with google play services, or acheivements, etc.. etc... Look at the manual and the tutorials and you can decide for yourself which is simplest.

    For Android you have CocoonJS, Intel Crosswalk and PhoneGap. For iOS you have Ejecta, Phonegap and CocoonJS. Take a look at each one and decide for yourself which would be simplest for you. On a side note, all the iOS options require that you also have a MAC with Xcode ready to go.

  • I do not see this behavior, mine keeps the parallax settings for the layers regardless of what other layouts I go to.

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  • Most of them are open source and have well documented features. Look up apache cordova.

  • The way I do it is to create a global variable called soundMuted and by default set it to 0. In each of my events that trigger a sound, I have a condition that checks if soundMuted=0. If soundMuted does not = 0 then the sound does not play. In my menus or layouts where they can toggle sound on/off I just have it set soundMuted to 1 or 0 and if it is being set to 1 I also call stop all sounds.

  • I am in the IDgvl@Xbox program, and Wii-U along with Windows Phone and Windows 8. But I don't have any games released yet on the Wii-U so the clause doesn't really affect me at this point. I can see devs that are trying to bring over apps from previous consoles having issues with it though.

  • What I describe will work perfectly for that. Create a global variable called bannerShowing. In the same bit of code that shows the banner, also set bannerShowing to true. In the event for touch to reset the level, add a condition that says bannerShowing = False. That way the only time that touch will restart the level is if the banner is not showing. Add an event when the banner is closed that sets the bannerShowing variable back to False.

  • If you keep just leaving your posts with the Title "How Do I" many of us won't even click on it. We don't have time to open and read every single post, so usually you look for the ones where the title gives you a clue about the issue so you can decide if it is something you feel you can help with.

    Just as a courtesy to those of us trying to help, start getting more descriptive with your subject lines when opening new threads of discussion. You will get much more help that way.

  • ON a side note, please start using actual useful titles/subjects for your posts. Many people will not even click on a post if the title/subject does not tell them a bit about the issue. We don't really have time to read every single post, so tend to look at ones we feel we have some knowledge of.

  • You may want to put some conditions in your code to make other touch events not work when the iAd is showing. For example set a variable called adShowing and then in your touch events add a condition that checks if it is true or false. Only allow other events to run if it is false. In the logic that shows the add add some extra events to set the variable to True when the add is shown, and false when it is closed.

  • Are you doing it on a start of layout in an event sheet that is included in your starting layout?

  • Wouldn't it be easier to set a variable when the shield is up and just disable damaging the player when it is? that way you don't have to worry about the collision detection being a bit behind, etc...

  • Also destroy outside.layout saves memory by removing objects no longer in pay. Make sure all you collision check objects are on layers with the same parallax values or it breaks the collision checks. I also disable collisions for objects that are not on those layers such as the UI etc....

  • The stuff in the plugin folder is the tool, create a folder in your plugins directory for it, copy those files into it. You can also ask for assistance in that thread as thehen is very helpful. Basically you need to create a folder for the plugin in the C2 default plugins location(see the manual) and then copy the files from thehen plugin folder that you downloaded. Then restart C2.

  • With the universal apps I don't really see an issue with releasing simultaneously.