jeffige's Forum Posts

  • Textbox On Text Changed

    System - Is between values

    Min>len(Textbox.Text)>Max - Set Button Enabled

    Else - Set Button Disabled

    Thank you for the reply.

    where do i put the "Min>len(Textbox.Text)>Max - Set Button Enabled"?

    On the System - is between two values, there's -

    Value

    Lower Bound

    Upper Bound.

    It won't let me put it in any of the boxes.

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  • Right now i can hit the save button without typing anything and that will take me to the next layout.

    I know how to set character length. But how do i test if a user has entered the min/max characters before enabling the save button that will take the player to the next layout?

    Thanks for any help

  • Thank you again for the reply.

    Yes, it is a topdown shooter. If they are returning, it should load their score they have achieved so far (accumilating) and show their name and score on a layout along with how many points are needed for the next promotion.

    It should also load their options, such as, right hand controls > compact and ship 2 > shield 3, along with any of the sound options they have chosen.

    I know this will take a lot of local storage and variables, just trying to find out how to add this logic and loading it is a huge task. Its hard for me to try and take bits and pieces of several examples and tutorials and combine them into one.

    Its the whole ocd - adhd thats kicking my butt.

    Again, thank you for the reply, plinkie.

  • Thank you for the reply, plinkie.

    Not really like that example, but close. Its a form of asteroids, on steroids. The player starts a game from the beginning. Let's assume they clear 5 waves, then they quit the game.

    When they return to play again, they sign in: "Welcome Back" is played.

    If it's a new player: "Hello. Please sign in" is played.

    What i need the game to remember from them singing in is:

    Their name

    Their score (after each wave is cleared), if they do not finish clearing a wave, their score is not recorded. This will also allow for promotions (awards).

    Their options. and i think i will need a lot of variables for this A player will be allowed to choose several things: the controls - normal or compact, left or right hand. Also, if they have purchased the full version, they will have a total of 4 ships, along with 3 shields. These shields can be swapped from ship to ship for different combinations.

    So i guess the post title didn't do the need justice. But i just wanted to start with that. There's a lot of logic that the game needs that i don't fully understand yet. But baby steps.

  • At the start of my game i have a splash screen. When the splash screen fades out you're taken to a set of doors that have a power button.

    Once pushed, the power button separates , the doors slide open, you are met with a voice over that asks you to sign in.

    What i would like to do is, if the player is new, the voice over gives them a quick intro and then takes them to the main menu. If it is a returning player, the voice over welcomes them back and takes them to the main menu.

    I know how to trigger the voice over, but i do not know how to save a name and check if that name has been saved before.

    A huge thank you for anyone giving examples on how to implement this.

  • You can go another way : offer in app purchases in a way that, for instance,first 5 levels are free, and you have to buy the rest through IAP

    Thank you for the reply.

    I thought of this, but concencus says this is one of the most frowned upon by users.

    I would like the game available to play in its intirety, with only 1 spacecraft, high scores record and a virtual voice assistant only for the opening.

    The IAP would allow: 3 more ships with shields that are interchangeable, the virtual voice assistant throughout the game, promotions starting with 'Recruit' and going up to '5 Star General', option to post high score/ promotion to twitter/ facebook.

    My problem is i do not understand HOW to implement this. I can follow the tutorials on how to offer those things seperately with IAP's, but as i mentioned, i'd rather offer them in a whole package, i.e: the full game.

    Still haven't found tutorials on how to do this. Only single object IAP's or remove adds.

  • IAP plugin I suppose, that premium pack shouldn't be bought via google apps but rather from the game itself

    This is exactly what i was thinking. But how to implement it? This is what i can not figure out. I plan on using coccon.io and uploading to play store.

    And any tutorials i've seen only show implementing IAP's for individual objects...(power ups, new character...) but none show how to implement purchasing the full version ingame.

    Confused!

  • Thank you for the reply.

    That part i actually understand. What i do not understand (hard to find instruction on it) is do i just create my game normally, then upload it and tell google, "hey these objects must be purchased for them to be included in my game"?

    Basically, the only thing that can be purchased is what is mentioned in the game as "the Premium Package".

    When you download the game, you get 1 ship. You can play till eternity. If the user would like, they can buy the premium package and unlock all ships and an AI companion, which is everything.

    So how do i tell google that the premium package must be purchased to be included?

  • So i'm getting close to finishing my game, and i've searched and searched but couldn't find any exact answer.

    Do i need to make 2 games, 1 free and 1 paid version? Or is everything handled in the apk? Sorry for the inexperience, just getting a little worried.

    Thank you for any help.

  • Something is wrong. Scroll to isn't working. Scroll to object, X and Y, nothing. Unbounded scroll has been set to both on and off.

    Really aggrivating.

  • Yes. I've tried everything inside the actions box (window).

    This just dawned on me. I think i can just enlarge the layout vertically, while keeping the window size the same. This should allow the ipad to be filled with images outside the window.

    Gonna try this out today.

  • The title is a bit off.

    My window size and layouts are 1280, 720.

    My 1st layout is my splash screen. After 3 secs this fades away and a background image of an elevator and a few feet of wall fade in.

    Right now, when i check it in the browser for the ipad setting the image touches the sides but it has the black bars on top.

    I've tried enlarging the image, but since part of it is outside the layout it doesn't affect it, setting canvas size, layer scale... Nothing works. I need to get that elevator image to fit the entire screen of an ipad. Since there is a reveal when the user pushes the elevator button. This image fades out and you are standing on a platform surrounded by space.

    This will be the ONLY layout/layer that has to cover the entire screen, until the button is pushed. The rest of the layouts are intentionally created to have black bars on all 4 sides.

    So, how can i achieve this? If i could change the window size on that layout till the button is pushed then revert to original window would be perfect.

    Thanks for any help on this.

  • Thanks. I'll check it out.

  • Moving right along with my game i have come to a small bump.

    Try and stay with me. I'll do my best at explaining.

    I have added 9 planets in animation frames. They are not animated. I think is easier to choose from.

    Right now i am creating only 1 planet randomly from those frames.

    How can i get the System to choose between creating 1 OR 2 planets from the those frames? And make sure that the same planet is not created twice on 1 level.

    Do i have to: System > Create Object twice? Or is there an easier way?

    I mostly understand with picking 1 random object, but i've never figured out how to pick 1 or 2 randoms. And i think i'm doing more harm than good inside my event sheet.

    Thank you for any help with this.

  • Thanks for the replies.

    I've decided to try and go another route. Seeing all the posts about how there are problems with the wrappers and how they handle plugins, sometimes becoming buggy, i want to keep the plugin count as low as possible.

    Thank you again.