Joskin's Forum Posts

  • From the manual :

    Trigger once while true

    Turn an ordinary event (which is tested every tick) in to a trigger. For example, if an event plays a sound when lives equals 0, normally this event runs every tick. This plays about 60 sounds a second and would sound pretty bad. Adding Trigger once while true after the other conditions makes the event run just once when it first becomes true. This makes the previous example only play a sound once the first time your lives reaches 0. It must be the last condition in an event.

    So normally it should work if you place the trigger once after the condition !

  • Try to add the "Trigger Once" condition It will trigger "once will true".

  • Posted to quickly, the problem comes from the spriteFont+ plugin. After deleting all the instances it works well.

    Hi,

    I'm using R163, and I work on 2 differents computers, the caproj is stored on a dropbox.

    Usually I've no problem, but this morning when I opened my project a Layout was totaly weird :

    I'm using spriteFont+ for the spriteFonts, and I know you don't support third party plugins, but it's the same problem for the 9-patch, if I zoom-in/out the 9-patch looks like a plane in a 3D environment ...

    Gif link ~1MO

    When I preview this layout I have no problem, everything is at his original emplacement, and no more weird effect.

    The problem is that I can't work anymore on this layout

    I can't provide a .capx the projet is too big and I'm sure I can reproduce this on a new capx.

    But if you have a fix for this ... thanks a lot !

    Joskin

    PS : Sorry about the bug report template, I didn't find it.

  • This guy is a joke.

  • You could look at some behaviors, a lot of them have a deceleration value.

    For example, the bullet behavior (https://www.scirra.com/manual/90/bullet) :

    Acceleration (ye I know, it's not called Deceleration <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">)

    The rate of acceleration for the bullet, in pixels per second per second. Zero will keep a constant speed, positive values accelerate, and negative values decelerate until a stop (the object will not go in to reverse).

  • Hi,

    From the manual : https://www.scirra.com/manual/75/how-events-work

    Hope it helps <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • You changed the player animation frame ? Or the shield is rotating around the player ?

    If it's the frame when the timer is over set it back to the original frame and if you are rotating the shield around the player you can simply destroy the shield.

  • Try this !

    https://www.dropbox.com/s/qsznfal92abml ... ample.capx

    <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Read the manual ! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://www.scirra.com/manual/120/webstorage

    The steps :

    1) Save the data (Set local/session value

    Store a value (string or number) for a key in local or session storage. If the key does not exist it is created, otherwise its value is simply updated.)

    2) Read the data (LocalValue

    SessionValue

    Retrieve the value stored for a key in storage. If the key does not exist this returns 0.)

  • You should try by yourself or you ll never get C2 logic. At least try something and if it doesn't work post the capx here.

  • You should explain your bugs.

  • Did you publish the new version ?

  • Cache problem ? Try to delete you browser cache and reload the page.

    For deleting a game you have to contact the support.

  • Hi,

    You have multiple ways to do this, here is one :

    1) Add a Timer behavior on your character (https://www.scirra.com/manual/167/timer)

    2) Add a Boolean variable on your character named for example canTakeDamages and set it to true by default.

    3) On your character damages logic (the conditions / events where he takes damages) add the boolean condition, so by default he can take damages.

    4) On collision with the power up, set the boolean to false, and start a time "onShieldOff".

    5) Create a new condition "On timer" with the tag "onShieldOff", and add an action for the character where you set back the boolean to his original value.

    Maybe I missed something but you have the idea !

    (You should post this to the "How do I... ?" forum <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

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  • Hi, you should store the coins value with webstorage (https://www.scirra.com/manual/120/webstorage) then at the start of your game just call the value.