Kyatric's Forum Posts

  • Well time you dedicate to check out games, gather and curate them is not time spent on working improving the product itself.

    And it is not a requisite to have such a "showcase". And anyway people will talk no matter how really informed they are.

    Those are the realities of any business.

  • Wrong forum, moved.

    Also I'm pretty sure topics on the subject already exists.

    Let people say what they want about the software and just making games is the best way to go about things.

    I doubt that Scirra's new JavaScript developer's role will be to make showcase of games.

  • Yes.

  • Are you sure your text object is of type "TextArea" ?

    What is the content of Param(0) ?

    I've just tried it, it works as it always has.

  • Check the How do I FAQ :

    [quote:1tyxpg9x]Local Storage

    • How do I do High Scores with Local Storage - LINK
    • Another example how to do high scores with Local Storage - LINK

    Those are examples of how to use the local storage, and it will show how to use it to save and load values.

    The value you save will likely be the .asJson content of your dictionary object.

    So when you load from the local storage (get or checking if item exists and it does) you can then Dictionary.Load LocalStorage.ItemValue

  • That is how iOS works.

    Nothing to do about this as far as I'm aware. You have to design your game/app with this behavior in mind.

  • You can also check out this tutorial (links in the description of the game).

    Does not require a third-part behavior.

  • Make sure the origin point is placed at the same position on each frame.

    Otherwise post your complete capx so we can investigate further.

  • Don't use a single pixel on the ground, prefer to have at least two that will make a proper line.

    Then, make sure the alignement/distance between the origin point and this "ground" is the same on all frames.

  • The image you posted do not display (anymore).

    Consider hosting it online again for people to be able to investigate and help out on your issue.

    Or post directly your project file to be opened in Construct 2.

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  • The array object is global by default.

    It means that it is usable through the whole project.

    If, in the execution of your game's logic, you already go through Event sheet 1, fill the array with values and then go to another layout/event sheet, from this new layout/event sheet you can still access the array and use the currently filled in values/modify them, etc...

  • To add text to an already existing text or spritefont object you can use the append action :

    newline & your_text_to_add

    This will jump a line at the end of the text object and add your text.

    Now the issue is that you may have to resize the object and position it so that it displays only the new text.

    So another way is to do the opposite :

    Your_text_to_add & newline & Text.text

    This way, the new line will always be on top, but on the bottom you won't be able to slide down to see the previous text (the object is not really meant to do that).

    As mentioned if you really want to allow for a complete slide, you have to resize the object and then allow it to slide, using possibly some layer mask to keep it in a certain position.

    Example of masking and scrolling

  • Tekniko: UIDs for the instances already existing in the layout on edit time will be the same.

    Perhaps you are mixing up with IIDs which can be reused when you spawn/delete/spawn instances inside a specific object type and which are considered far more "volatile" ?

  • It is likely indeed the collision box issue.

    If between a frame and another of the idle animation the collision box is smaller, Construct will consider for a few tick that the object is falling, and will switch to the "Falling" animation.

    Once on the Falling animation, if all the hitboxes are the same appropriate size and close enough to the ground, then Construct will consider the object has landed and is on the floor, and will switch again to the "Idle" animation.

  • Be sure to use the debugger and otherwise, use the Browser plugin's action "Log" to log whatever you want in the console.