imhotep22's Forum Posts

  • Divide the screen with two invisible sprites which the player cant see, put one on the left side other on the right size, if player touches the left screen it will also touch the invisible sprite, you can use this to determine which size is touched and move the right player.

  • pokerman8

    It does look like a maze later on. Also starting from lvl 5 there is day night system and you have to use a flash light to navigate, there is rain to.

    The game is uploaded on the arcade you can check it out if you want.

  • on object clicked sprite1 -> system create new object -> sprite1.x, sprite1.y + 30

    This will work, the sprite.y + 30 will spawn the new objext 30 pixels bellow the first one, but then to spawn the third one you will have to click the second one, or you can change the +30 with a variable and each time you click the first sprite add +30 to the variable.

  • I already released it as a puzzle top down game

  • The image you send cannot be open, maybe try re uploading it?

  • See here the manual for local storage

    https://www.scirra.com/manual/188/local-storage

    See this post which had the same question which I helped solving

    viewtopic.php?f=147&t=192946&p=1130941#p1130941

    Also here is a screen for saving high score in an array which I used in my game

    https://postimg.org/image/enyi4lp9x

    I hope this will clear things, it will take you a bit to get used to using local storage, after that its easy.

  • You have to keep the values of the variable in local storage if you want to remember its state after you close/exit the game, otherwise it will always reset to the initial value.

  • Only way you can "move" collision is by changing the collision polygon in the editor, or having an offset collision, I don't think you can change the collision by 500x in the editor, is its probably an offset event with a huge x value, you should check all your collision events.

  • You cannot post links until you get 500 reputation, I suggest you put the link as plain text without the http and

  • Larger resolution means more of the layout is visible on the screen this can lead to more draw calls per second which can cause a lot of lag.

    If the device you are aiming to make the game for has poor performance smaller resolution is always better.

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  • You can but you will have to use local storage. Have a global variable or an array dedicated to it, when you press the safe button set the variable to 1, and save it to local storage.

    After that on star of layout load the variable from the local storage and once is loaded check its value if its 0 then there are no saved games if its 1 then there is a saved game.

  • But you are still dying it wrong. The first event is good, you check if certain key exits, then on the second event if the key exits you load it into the variable you want, like example Score = Localstorage.item.value, in your event you get the value only to trigger item exits again.

    The third event on item get is unnecessary. Forth one also does not make sense, you say as event the key does not exist and as action you are trying to set a key which does not exist in a first place.

    The last event the load action has noting to do with local storage.

    Why don't you fallow my screen shot I send you?

    https://postimg.org/image/enyi4lp9x/

    131 event is used to save the score in an array as json if the current score is bigger then the value in the array( on start all values in array are 0), you can change this condition on what ever you want, then the action saves the score in an array as json, you can also change this into a variable like set item "score" to Score( global variable)

    then event 26 checks if the key's exist, if they do in event 27,28,29 I load their values into the array, and I call a function to set the high scores etc, you can use the same condition for your self to set the value of the variable.

    Then in the end you add another event like if Score == 0 button set invisible, if Score == 1 button set visible.

    You will just need 2 events to load the storage, and 1 to save it, you don't need more then that. And if you are still confused how local storage works I suggest you read the manual on it. Its bit complicated on start until you get used it.

  • On item exist is only trigger when you check for certain key, you need to add on start of layout -> local storage -> check item -> safe exist.

    See the screenshot I send you, on it first I check if my 3 keys exist, and if they do I load the saved values from them, if you don't check for key the item exist will not trigger.

  • You cant even access the link because its on google drive and made private.

    If you want people to help you post more information, not just a link, if you don't bother why should any one else?