FreshDopeGames's Forum Posts

  • Bumping this thread.

  • I have my Android game set to fullscreen mode both in Construct 2 and using Intel XDK, and it works like a charm except for when I input text into text fields. After I'm done with the input, the only way to get the soft keys back off of the screen is to swipe-down from top to expose the action bar, then swipe back up to dismiss everything. Is there a command I can use to dismiss the soft keys every time I exit the keyboard, or perhaps when I exit a layout?

    Thanks in advance.

  • Hey anybody that read this: I figured it out. Basically instead of calling the Rating of the Song from within the TaffyDB Event (the bottom half of the attached image), I used the global 'Compare two values' Event (the top half of the attached image). Works like a charm. I'm just adding my follow up here for posterity, in case anybody else has this issue.

    Attached image: https://www.dropbox.com/s/kyil9709y48ptht/Screenshot%202016-08-02%2021.40.05.png?dl=0

  • Hi, so I'm not sure if this goes in this forum, but basically I'm at my wit's end trying to figure out this problem. Here's what I'm trying to do:

    • I've set up a database with TaffyDB which includes several values for different types of musical works (song, mixtape track, album, mixtape)
    • As part of a Listview Template plugin I don't think is available in the store anymore (Easy Module #2), I had to install the Function2 plugin and use it to declare some funcitons
    • I also still use the Function plugin because it's easier to declare stuff (for me at least)
    • So I configured a bunch of stuff all throughout the different event pages of the game, and with my 'CatItemChartLogic' Function (with 3 levels of sub-events), I try to refine how the published musical works hit the charts based on 1) the number of fans the player has and 2) the quality of the works

    For some reason, though, the copy that I have for the popup won't read the list item if I use the second parameter (by quality of the work), but it will work if I set an action on the first parameter (the number of fans). I'm trying to figure out why. See the images below for how I have it set up. The project is WAY too big for me to share because there's a lot to sift through, but hopefully the pictures are indicative of what I'm getting at.

    Function2 implementation: https://drive.google.com/open?id=0B9LIFzxsgOw8SnhjWUtKRFBQc28

    CatItemChartLogic: https://drive.google.com/open?id=0B9LIFzxsgOw8cTJJckNBZ3g3aVU

    In-game outcome of Overlay Copy (see first image): https://drive.google.com/open?id=0B9LIFzxsgOw8eUhtM0FPdFMtZHc

    When I change CatItemChartLogic to focus on deeper-level logic: https://drive.google.com/open?id=0B9LIFzxsgOw8eXhzUzdUckVkdDg

    In-game outcome of Overlay Copy (same as first image, different oucome): https://drive.google.com/open?id=0B9LIFzxsgOw8cnNwN3BnNEsxYzQ

  • Hey All,

    I've been working on this game on and off for the last year, getting frustrated here and learning there, and I'm at a point where I'm trying to crunch my way through this by end of summer. I think it's in more-or-less-beta mode by now, so I figured I'd share with the community. I still have a bunch of bugs and tweaks to lock down, and a buttload of art to finalize, but let me know what you think! I know it's a tad ambitious for a first project, but that's the way I think. The next project will definitely be less expansive.

    https://www.dropbox.com/s/lqis9eg6fe1tq ... 0.apk?dl=0

  • Hey people,

    I noticed that the Google thread linked earlier in this thread has a resolution; curious if we should see an improvement of audio decoding as a result of an update to the Chrome/Android web browser or an update to Construct 2's exporting process.

  • Pode I'd like to bump this thread with the image-saving concerns of xelobo and LassApp

  • troublesum - To follow up, I'm actually a little lost here. What I want to do is build my character's data from fields on a 'create a character' screen. What I'd assume is that I'd call an action that is essentially 'Export data to JSON' that automatically creates a JSON file on the local device's folder for the game.

    What's the process for this?

  • Hi troublesum, how do I go about saving the table to JSON? Does it automatically go to local storage?

  • Just wondering whether there needs to be a 'Download to JSON' option here. How does this actually generate a JSON that I can retreive on next load of the game?

  • Thanks, guys. I'll look into this.

  • R0J0hound, actually, now that I've converted all of my Dictionary values to Instance Variables, and cleaned up some conversions, I think you were right in that I may have been pulling a text value that just happened to be storing a number, but as string.

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  • The value was stored as a number, and when I debug the dictionary, it was being returned as a number (integer), so I'm not sure what the problem was. I'll try that though, and I guess add the bug >> at some point

  • I'm making an RPG and want to store several attributes for the character, from Name to Experience Level, to current EXP, Strength, etc. I'm trying to determine which of the following ways is best:

    • Array
    • Sprite Instance Variables
    • Dictionary Keys
    • Global Variables

    I'm afraid to start using a ton of Global Variables, because I know that list will get very long very soon, and the character will never actually appear on screen (therefore will never be destroyed, and will be global itself). What do you think? I'm still honestly struggling with Dictionary Keys, because if you don't declare on each layout, you'll have to go hunting for the value each time.

  • What I ended up doing was this:

    System > Every Tick > [sprite name] > Set Sine Period to Dictionary.Get("attention")

    ____________________ > [sprite name] > Set Sine Period to [sprite name].Sine.Period / 50

    But that seems to give me an error:

    After I cancel it, it actually gives me the values I was looking for...but what does that error mean?