caiorosisca's Forum Posts

  • WIthout many global variables the best option is to use WebStorage, before loading a new layout save all usefull information, once the new layout is loaded, load the variables from webstorage and update your hud.

    With webStorage you can save stuff just like a dictionary:

    "key" value

    "heroName" "myName"

    "heroLvl" 10

    "heroHp" 100

  • What am I doing wrong?

    I'm starting a bubble shooter and right at the beginning this happened.

    Please have a look at the capx, I'm setting the angle of motion to a certain position but for some reason the event seems to fail at first try.

    I set angle of motion of my bullet to Launcher.Angle, after that I try logging Bubble.Bullet.AngleOfMotion and Launcher.Angle and I get different results.

    What am I missing?

  • Thanks for your help Sisyphus,

    When you create a new project in XDK using "Start with a Blank Project" it creates a www folder in which you were supposed to export your project (android) from construct into.

    Aparently this doesn't work.

    I've just managed to export a blank project using the way you said.

    Anyway I still am not able to make export my game, not sure why yet. But knowing that I can get a blank one to work I can dig into it until I find the issue.

    Thanks for your help.

  • Hmm, If I understand it correctly you need to spawn them just outside the window, doesn't spawning them at let's say Player.X + windowWidth solve the problem? How exactly do you want them to spawn?

  • You can also use LayoutWidth / LayoutHeight, as you know how big your layout is

  • Might be a problem with my XDK, whenever I create a new project the "www" folder isn't been created, it only creates a folder caleld "ProjectName" and on that folder 3 files are created: ProjectName.xdk , ProjectName.xdke and index.html.

    I'm re installing the XDK, thanks for helping

  • I don't get it, should I create an www folder? an export it inside there? I'm completely lost even after reading the topic shinkan pointed out.

    Can someone help me with this please?

  • I'm having problems exporting to Android using Crosswalk, I keep on getting the error

    "The build failed. An error occurred while building the application. Verify your build assets are correct and try again."

    From the tutorial by Ashley,

    "Now export your project from Construct 2, choosing the Android option. For the export folder, export to the www subfolder in the XDK project location. (This should be where a template index.html already exists which we'll overwrite.)"

    But there's no "www" folder in the XDK project folder, I tried creating one and the project doesn't work at all, if I export to the root folder of the XDK project I can run the project fine on the XDK's emulator but fails when building it.

    Does anyone know how to fix it?

  • Well, you send him/her your project.

  • It's kinda hard to tell without looking at the actual code.

    Try exporting with NodeWeb-kit and check if the problem remains.

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  • It can get quite confusing, the logic in your head is right.

    The point is that events in Construct (conditions) already are checked everytick, so you don't need to add that block (it's already hidden in there).

    An example of usage for everytick would be moving a sprite do the right, you can use

    On Every Tick > Sprite set X to Sprite.X+1

    this way the sprite will move 1 pixel to the right every frame.

  • One way to work around opacity is to cast all shadows on a specific layer and then change that layer's opacity.

  • Once you have added the physics behaviour to an object, under the actions for that object there will be "Set stepping mode" and "Set stepping iterations" under the Physics Global settings category.

    Anyway I'm not sure if you can manually force a step.

  • Hard to know without seen your capx.

    Try cropping or erasing the edge of your sprite and check if that solves the problem.

    Does it stop happening if you remove parallax?

  • use the bullet behaviour

    set the set angle property to no/false

    On sprite created event, set sprite angle of movement to random (360)