FrostM's Forum Posts

  • Sorry Im still confused, could you please elaborate on that a little bit?

  • Hi guys and gals, I have a problem with WebStorage, and my problem is that I cant get it to work... I read all posts but still dont know what Im doing wrong...

    I have two local values, Score and HiScore. I want to save only the HiScore.

    When Score > HiScore System Set HiScore to Score. (on the game layout)

    I have 4 layouts, one for the menu, game, retry and credits.

    • On the game layout I have this:

    On end of layout, if Score is greater or equal than HiScore set Webstorage.LocalValue("HiScore")

    • On the menu layout I have this:

    Hishscore (text) on created, Set Text to "HiScore: " & HiScore

                                 set local value HiScore to WebStorage.LocalValue("HiScore")

    • And on the retry layout this:

    Hishscore (text) on created, Set Text to "HiScore: " & HiScore

                                 set local value HiScore to WebStorage.LocalValue("HiScore")

    But nothing, what I am doing wrong? It dont quite understand it...

  • Thanks for the insight about that AllanR, I will try it now :)

  • I want this too and tried but I have no idea, if someone could explain it?�

  • I tried:

    If Bar Blue collides with player and color=2 (the color attached to blue), set animation to *previous color* thus removing the color blue from the hero/player, But got nothing. Im lost. Please help me

  • The way I did it was making a variable called Hat (my game uses hats) and attach a number to them

    So, on the game layout, on start of layout, compare variable -

    hat=1 Set hat skull visible.

          set hat eye invisible

    If hat=2 set hat Eye visible

    and so on.

    And on the main menu or shop:

    If coins>500 set hat=1

                 set hat skull opacity to 50 (to underline that is selected)

    Hope it helps! :)

  • Sorry if it doesnt make sense Im kind of new but this worked for me before.

    I see two ways: making variants for each cloth and place them on top of your character starting invisible. So if hat=1 make it visible and the others invisible. And so on...

    Another option: if hat=1 spawn object on player.Y,player.X and destroy the other objects. But you will have to get a lot of coordinates. The first method is the easiest.

    If anyone got a better method...

  • Hello, I want to do a color matching game where I need to match 5 pieces together to make a combo, the colors comes in at a sequence (always the same) and you have to fill your ball with the correct 5 colors in the correct order to do the combo things. If you collide with a color you already have, you loose that color.

    Im trying to do something like this:

    Hero collision with Bar Yellow = Change animation to Yellow

                                      Destroy bar yellow

                                      set color to 1

    Hero collision with Bar Blue = Change animation to Blue

                                     destroy bar blue

                                     set color to 2

    And so on for each of the 5 colors

    If Color = 5               Set rage visible (a red coloring thing that     covers the entire screen)

                               Change animation to full (rage animation)

                               and so on.

    But I am having trouble (as in lost, dont know what to do) about how to set up when hero hits a color it already has, to make your hero lose the color it collided with...

    Each animation adds the current color you are colliding with to the previous ones on your ball.

    Here is the capx:

    https://www.dropbox.com/s/k24ythv9tsq5d7r/Match%20Runner.capx

  • Guizmus that worked good too and its more stable this way. THANK YOU

  • It worked perfectly! Thanks LittleStain!!

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  • I see what you mean, so I will add a timer after it collides with the saw to try to fit it with the animations and see if it works. Thanks a lot for the insight LittleStain :)

  • The event is this:

    when Slime overlaps background > set animation to "RUN"

    with a "subfolder"                    if overlapping SAW > slime - set animation to SAW

                                          saw - destroy

    There is no conflict and no other event for that animation.

    Will see later when I get home and can get access to my PC

  • I will make a capx showing specifically what happens later when I arrive home (might be tomorrow if its too late)

  • I meant that I tried with 1,2,3,4,10,20,100,500,1000,5000 and 10000 without luck. The animations just happens as a blink to the main character. Its like he turns big (if I didn't do the animation I would say it is a glitch) and blinks for an instant. And that's it. No way to slow it down? Is there any way to slow down the game to show the animation and then keep on going? Tried with Time rules but so far... nothing :/

  • There are 8 frames in total

    Right now they are: Speed 10000

                        Loop NO

                        Repeat Count 1

                        Repeat to 0

                        Ping Pong: NO

    And the images own frame to 10000

    But I tried 1 or 5000 and its almost no difference between them. I could post a capx but its a file over 18mb now... and its all my work there.