DozeMaster's Forum Posts

  • HUGE thanks! Just what i needed!

    Website looks good design wise... but...

    why aren't you doing this with wix or a service like it to drag and drop things? is going to be way faster performance wise since is a normal website, and multi-platform compatible devices etc / responsive (meaning will fit any device orientation etc... compared to the current website). ur wesbite is cool in C2 but will have a lot of major limitations and you will probably need a huge tutorial list to create a search database. unless u use google search but that won't work for C2 websites cause there is not sitemap.xml to index ur pages.

    i suggest you in a friendly manner, try wix. believe me it will save u a lot of pain down the road.

    and no this is not a wix advertising... is just makes more sense.

    Edited: if you are worried about pricing there are other services that are completely free and splash free for drag and drop website creation. just google some of them visual coding website creator etc...

    if u worry about powered by at bottom of page... that can be hidden very easily with a little bit of css even though is not recommended if the provider of the tool is enforcing it by their TOS.

    anyway cool stuff :D i like the music u featured there.

  • quick question, i think u already solved your issue by this time .... is your app mobile or pc? if is mobile i have a detection question for you... how do you detect the app is closed? or the user has the intent of closing? compare if app is unfocused?

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  • you only need to use the h.264 source that would play anything on any device. it can be a mp4 3gp avi or webm it will run on ios and android. but that is what i know from C2 not sure if is applying to C3 now.

    if is not working try setting the source of the video when the intent of playing the video is happening by saying if player pressed play video button load source h.264 filename with extension then play. it will take a while for it to preload or buffer. but if is inside the project should start in 1 second max.

    it might be that using the free version might have some limitations on exporting the project with the video plugin.

  • i think you should follow the mario pattern of keyboard biddings. it always stuck with people.

    arrows to move wasd as a lefty choice. spacebar to jump shift to shoot or ctrl (on shooting u can even play around with Q and E as they are close to the left side if u moving with wasd.

  • easier to spawn the object would be when the pillars are spawn, bottom and top pick one of them if they are different like if u have a individual top pillar and a individual bottom pillar u can say when bottom pillar is spawning > create coin at bottom_pillar.bboxtop - (coin.height+coin.height/2) but that is if u have a pillar different then other named different, if not im guessing u are using a hidden spawning object with a sine outside right ? that spawns the pillars at some image points? then u can simply say spawn coin at spawner.origin point 0 or the image point that is in the middle of it.

    it all depends on how u made the creation of the things.

    here is a c3 example u can open it with the free edition, the code works with C2 as well.

    flappybird_logic.c3p

    to be noted... that type of gameplay is just "level 1 of flappy birds" or under score 50... original one once u passed score 50 different pipeline patterns come like slanted, moving up and down making the game 1000 times more difficult then this basic movement.

  • Thanks buddy, but i cant open these - there just a bunch a files?

    click download top right the bunch of files is the structure of the zip or the .c3p format which is a zip like format with its own name. there should be a download arrow in the right side of the files list near login or + right. downwards arrow. u will need C3 to use this though.

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  • if u have a c2 license u can use it i think not sure if the offer is still available to get a 50% discount off the 1st year of C3 purchase. that helps a lot if u dont have the full amount.

  • here is a simplified version using tiledbackgrounds

    healthbar tiledbackground

  • the bellow example should give u an idea on how the scoring should work. now i made it so it scores on tap, but u can make it when health of player =0 or enemy health = 0 then u give it a point to opposite team. whenever a side has 2 wins then the game is won and resets or it can go to the next enemy. resetting the game round u basically reset the layout. but with the current scoring u don't reset the global variables ever, unless u go to a new battle enemy then u can reset them either all together or just the specific ones that keeps stage scoring like in this case enemy wins /players wins counts for that specific stage.

    now i set it so is max 2 rounds but u can set it to 4 or 3 or N number .

    from here on making those round bubbles appear u just need to create them based on how many wins each side has.

    so if player has 1 or 2 wins you create a sprite with that round shape give it a frame u like to have place it in the screen make sure u destroy it on start of layout. then u create that sprite based on player wins. at a specific position

    so if player has 1 win create bubleround at x0 y 60 if player has 2 wins create buble round at x bubleroundwidth*bubblecount+bublewidth/2 y 60 and so on

    same goes for enemy.

    example scoring

  • So I'm wondering is there a way to use the for statement in conjunction with a global number variable to set it so that, for every let's say 1000 points (or otherwise everytime 1000 points is added to score, or for every 1000 points added to score) go to next layout? I basically just want a level change that is based on accumulated score.

    like plinkie said if u want it to be each 1000 points then u can simply do that by having 2 variables 1 stage/level one being score

    and then u compare

    score = stage*1000 set stage to stage+1

    thats it.

    if u want a different limit for each stage then u need a extra variable to replace the 1000 value and then u have lets say pointstonextlevel

    Condition 1

    everytick

    set pointstonextlevel to stage*(pointstonextlevel*1.3) (that would give u a 130% increase for each level gained. or double the initial level score target +30 % of current score target so if initial score target is 1000 the next target is 2000 + 30% of 2000 that is total of 2600 next level target score. for level 2.)

    Separated condition from above one.

    score = stage*pointstonextlevel set stage to stage+1

  • the bellow example should give u an idea on how to save/call localstorage and reset update the score then reset the data and global variables. order of events must be as done if u miss placed them you will get weird glitches or data loss.

    as for things popping up when player is dead call some sprite to get on screen and put a text on it... then call the localstorage usually can work with a function by using the function plugin or by simply using a local variable to toggle it or even a group event. you can find a lot of those tables animations etc in tutorial section of Construct 2 and 3 for C2 tutorials u need to go to C2 tutorials all C2 tutorials apply to C3 as well minus the custom plugins or plugins that are out of date on C2. but order of events and logic is the same on C2 and C3.

    i didn't bothered with the popup item cause is very simple to do.

    deathcounter c3 example

  • you need to change the score from being = to 2 to greater or equal to 2. it might be that when a player or cpu gets a score added it adds 1 more extra so ur score passes nr 2... can be 3 4 or 2.1 so it won't work.

    swapping to greater or equal will probably solve ur issue if u use the screenshot condition with >= and same actions.

    also can we see where is the awarded pointing? is it under the set score to 2 ? if so that should be above it order of reading events in Construct has a specific sense.

  • I've stamble upon this issue: i've pinned 2 cannons and an engine to a space ship so i can change the graphics when the ship will be upgrade. No matter what type of controll i use (in this moment i still use the "drag controll" on a touch screen), when i drag the ship to the edge of the layout, these objects go through it. Everything is set with the behaviour "bound to layout by edge" but only the ship stay.

    How can i solve this?

    the collision box of ship as suggested above works fine. you should follow that. i tried doing a custom limitation by coding and position replacement but they don't work well with drag and drop instead u would have to use touch plugin. and they do some jerkins on edge hit. here is a capx with the above mention collision polygon example. example

  • > I recently developed a plugin do dynamicly draw lines (with dashed option). You can find it (with an exemple) on this links :

    This is perfect for my project! Using a stretched sprite as a line looks horribly jagged, but this creates smooth lines AND they can be dotted! Thank you!!

    instead of a sprite you can use a tiled background, which would be smooth no matter of distance stretched.

    u can do a 2x2 pixel tiledbackground and then set the width height to whatever u want to do. make sure u have the origin point of the tiledbackground in the proper area, usually middle left or top left if middle left is not possible.