fanusgames's Forum Posts

  • Depends what the mix up is, but since you previously used local storage to save/load values into variables then using save game should be more simpler now as it saves all variables in one go. Are the default values wrong?

    but when I do it this way, it also saves things like the positions of the images, I don't want this, I just want it to save the variables, when I give sprites the no save feature, this time I can't give animation effects.

  • You can use 'save' action, check this out construct.net/en/tutorials/savegames-11

    I tried to do it this way, the way you said, I think it saves everything in the game, what is the difference, is there any harm, my game is not a very big game, it is a 2D game.

    when I do it the way you said, some of my drop-down menus get mixed up, how can I solve this situation?

  • I have reached the final stage in my game but I could not save the data in a game, please can anyone help me with this on discord? I will have a few questions and I will share the code

  • Also I don't think you need a for loop, do the actions at the very top work or are they also broken ? I think you just need for each F_Store, and add the picking condition as I mentioned and should be ok.

    Yes the above actions work without problems

    I still haven't tried it because I'm sick :(

    I did as you said and it worked thank you

  • From what I can see you've placed the text boxes over the store panels but in terms of code they don't relate to each other. At the moment it looks like because the text doesn't relate to any F_Store it will change all the texts each iteration of the loop and thats why it sets the final value to all.

    When you set text it has to pull the data from the related F_Store object, so this is done with conditions. It could be 'text overlapping F_Store' then it knows which one to choose, or you could set a family instance var on the F_Store object and the text object for IDs which match and then pick in that way where text.ID = F_Store.ID.

    thank you I didn't quite understand but I will try

    if I do it inside the for, it works, but when I want to make an operation, I can't make an operation and write it

  • Here is my problem, there is such a structure in my game, I write the information in the data of each image with a loop

    but when I want to print the cost on the screen, it only writes the values of the last sprite to all texts in the same way ( Image 3 )

    How can I make it so that only the value of that image is written each time, I can't find where I'm making a mistake

    Tagged:

  • Hi, here is a simple solution i made for you

    not sure what is all the int u using but the logic for decimals should be this

    round(Money / Divisor * 10) / 10 & Suffix

    Here is a full functional solution up to Sxtillions using Construct 10^N

    LargeNumberFormating

    in theory should show you any number as Sx,Qt,Q,T,B,M,K + .1 decimal like 2,155,123 Becomes 2.1milion

    Example uses 12 Events And 4 Global variables - for free users (and a function but the function can be changed to a Boolean condition all the same)

    Thanks a lot for your help, just one thing, if the number is 19500000, it shows it as 19.5. Is there a way to always show it as 19.500 M?

    I want it to always be pleasing to the eye design wise

    or 19000000 19.0 M

    any touch and

    is touching object

    --

    touch on tap gesture

    What is the difference between the two I just started to learn and I don't know exactly

  • I can record achievements in this way, but I am having trouble how to display them on the screen when I earn them, can you help me?

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  • In numbers I want to show all digits before the dot and 3 digits after the dot, here are some examples

    1885456 -> 1.885 M

    21025456 -> 2.102 M

    125568898789 -> 125.568 B

    I also want to set the digits after the dot myself, in some places I can only do it

    21025456 -> 2.1 M

    I want to use it as

    In the code I found, when 0 comes, it does not appear after 0.

  • Yes, that will execute the associated actions every tick, it's functionally the same as the Every Tick condition.

    You can try updating a Text instance with the time expression in the action block of an empty condition to see a visual representation of what is going on.

    thnx

    And if I do this just to adjust the size of an image, will this cause my game to crash?

    I can only solve a bug in my game with this method, but if this is a bad way, I will look for other ways

  • what happens if I don't add condition into event how does it work here does it work in everytick?

  • youtube.com/watch

    i found this video very helpful

  • Two things that instantly come to mind are families and hierarchy.

    You should group your panels into a single family, so that you can call actions on all panels at once. Do the same for the text.

    When you tap an object of the panels family, you first reset the 10 pixels offset of all panels using the family, and then apply the 10 pixel offset only to the desided panel.

    You can also avoid having to move the text of each panel by using hierarchies. Simply set each text as a child of its panel (with the y position constraint) and then each time you move your panel on the Y axis, the child will move automatically without needing to write additional events.

    thnx for helping

    I am just learning the construct and im not good all

    I tried to do something about what you said, but it didn't work out, but I wonder if you can make a very short example if it's easy for you. I didn't understand in detail because of my bad English.

  • I have an animation like this, each sprite has an active variable and so I move the button of the active page up 10pixels, is there any way to make it cleaner?

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