brunopalermo's Forum Posts

  • 1. I do not develop for iOS, but this post might help you.

    2. Again, I'm not an expert in iOS, but it may be related to the WAV format you're using.

    3. Seems to be a cache problem. You could ad a random number to the request, to make it look like a new one, or you could try to clean cache with this javascript method. I never used but it seems to me it should solve your problem.

    EDIT: By the way, I don't know how to play this thing, but I tried it and it felt really natural on my Moto G4s.

    Sorry if I can't be of more help, hope this helps in any way.

    Cheers.

  • I'm not an expert on JavaScript, but maybe calling this method using the Execute javascript action from Browser object would do the trick.

    Hope this helps.

    Cheers!

  • Seems cool. I think the first opponent could be a little easier, but that's ok. I love the art style!

    I got a bug though, for some reason all buttons stopped working so I cannot enter any fight. This persists even when I close the app and open it again... Sorry that I cannot remember all the conditions before the bug.

  • Just a question: why don't you use the sine behavior to move?

    Check this example.

    Your code seems unecessarily complicated for me.

  • So. This is one way of doing it.

    Click to advance the text.

    What I have there is a constant that has all text sequence separated by "|" and a variable (currentText) that controls which is the current text from that list. I have a function that creates a textbox and sets its completeText variable to the currentText from the constant. Every time I click, it increases the currentText by 1 and creates another textbox. Also, textboxes have a timer behavior that is started on creation.

    EDIT: There's also a condition to avoid clicking while the text is being typed. And you can change typing speed by changing the corresponding textbox variable.

    Any questions, just let me know.

    Cheers!

  • Yes it is. I'm not sure exactly what you want to do, but you can read from anything, a text, an input, a variable, a string. What exactly is the effect you're trying to achieve?

    Cheers!

  • I remember I did something like this a long time ago. I'll check if I still have the capx at home. Also, you could use an unicode block character as I mentioned on the other thread.

  • Does it HAVE to be a sprite cursor? You could use one of the several unicode block characters. Like this example.

    Cheers!

  • Guess I'll have to wait the next stable release and check it! :)

  • You should check the 9-Patch object type.

    Cheers

  • A do while won't be seen gradually. It will just execute super fast and you won't be able to see the fading...

    You can see how they work in this file.

    Hope this helps...

    Cheers!

  • I think your code is overcomplicated... :)

    Checks this file to see what I mean. Like savvito123 said, you only need to save the X position and use it to control the volume as usual.

    Hope this helps...

    Cheers!

  • If they are part of a family, you don't have to use this "object_"&identifier. You can just check for "FamilyName.value".

    It may not work in some specific situations, but, without a code or file is hard to know the exact context of your question.

    Cheers!

  • You should not save every second. I'd go for important events and save then. If important stuff is changing every second, you should save regularly, but, still, I'd not recommend every second. Also, make it clear to the player that he should hit a Save button before leaving or risk losing "some seconds" of his or her progress.

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  • Also, for stuff that happens in a cycle, I always prefer using an object with a timer behavior. Not saying this is the right way to do, I just like it that way as it keeps things more organized from my pov.