Kyatric's Forum Posts

  • Instance variable values are different for each instances.

    In the case of a family, all the object can share a "LastProp" instance variable, though have its value different.

    What VonFirflirch said is the exact solution you are looking for.

    What you actually need to possibly modify in your project is the creation moment so that each instance of a specific object type (contained in your family) does receive the exact informations ("names") you want.

    But otherwise, that's exactly what families and family instance variables are here for.

  • The question is actually what mechanic logic are you trying to achieve precisely ?

    If you can detail this, then you might learn C2's way of doing it.

    The fact of touching an object type directly picks it and picks only the instance(s) touched, so if you check the instance variable value in a condition after a "On touched object" condition, it will refer to only thi(e)s(e) instance(s).

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  • It sounds more like an issue on server side where you should handle something like a timeout for a connection.

    If the account hasn't been accessed for X time, then pass the account to "not connected".

    To be honest, this is out of the scope of C2 as, as mentioned, this is more server side.

    On C2's end, as the tab/browser is closed there is no way to handle this behavior.

    If the player does voluntary logout from a "logout" button in your game though, you should be able to handle this through AJAX.

  • You should post a capx.

    Sprite fonts being images/textures, there isn't a difference in display between Chrome and FF normally.

    If you are talking about web fonts, there is indeed actually a difference in the display, it is just a question of render engine, nothing to be done other than find a font that looks pretty much the same in both browsers.

  • KingPîrux:

    1/ You may just be using the ID/name of leaderboards badly. Check this post on how to use the leaderboard in the arcade.

    2/ The arcade is still in beta, that's why not all features are there. Here is the link to the games manager page.

    3/ As far as I can tell, it takes a bit of time sometimes between the moment of upload and the moment I get to download the update, but otherwise, it actually does update when the version on the arcade is different from the cached version.

    You might want to check your browser's settings.

  • Manage the scope of the game.

    Put only features and interface that reinforce the game.

    Factorize everything you can in your code. Make abondant usage of the Function plugin.

  • The plugin is bundled in r207. It is in the category "Platform specific".

    There is no manual article yet as it is only updated on stable updates.

    Though it is quite simple, the plugin only has a single action "Submit score" and takes two fields.

    The "Leaderboard ID" (name likely to change in the long run) will be the name of the leaderboard you've created in the games manager page on the arcade itself. The other field is the score you want to submit.

    From the previous link click on "Your games" in the left column.

    Then you have a list that contains your uploaded games on the arcade. On the right of each game there is a "Leaderboards" link, click it.

    It opens a specific page that allows you to create several leaderboards for each games as well as a list of the existing games.

    That should be pretty straightforward from there.

    Consider the arcade and release are still beta, so subject to change in the future before the next stable release.

  • Consider letting us know how to get to the boss fight you're mentioning, and where its events are supposed to be (event sheet and group).

    Possibly try to provide a capx that focuses only on the issue, as, as it stands, there is a big capx without further indications of what and how to proceed.

  • C2 accept only one triggered condition per event because of how events work.

    The event sheet is read top to bottom each execution tick.

    As such, the order of the event has an impact on the program's logic.

    Triggered conditions are a bit of an exception as they are "triggered" at a different time then when the event is read/encountered.

    In your case, what you want is to add a second sprite to your chest, a bigger that acts as an "area of effect" and use the "is overlapping" condition.

    When your character is overlapping the range of a chest AND your player presses the action key (so one triggered event), then the chest is opened.

    That could give you something like this example capx.

    For random drops, I made this tutorial a while ago that could answer your new question.

  • Make your PHP script to return a concatenated line like

    echo $var1 . "|" . $var2[/code:2yudkrsv]
    ( the dot "." should be the way to concatenate in PHP IIRC, to make sure, be sure to look into the PHP manual or a website about PHP programming).
    
    When you receive your AJAX line you can use the [url=https://www.scirra.com/manual/126/system-expressions]system expressions[/url] "tokenat", "tokencount", etc... to manipulate the string, according to the separator (in my example the "|" character).
    
    tokenat(AJAX.lastdata,0,"|") should allow you to only retrieve $var1; tokenat(AJAX.lastdata,1,"|") => $var2
  • You probably should use instance variable that are tied to the instance of the monster itself (as explained in the beginner's guide page 6).

    From there, you can keep your global variable as a reference of the starting health. So on start of layout, you set the "Health" instance variable of your monsters to the value of the global variable modified according to the layout/level you are currently in (you may add 1 when in level 1, 2 when in level 2, etc...)

  • As far as generator go, that's about it.

  • How to install plugins and behaviors.

    7z is an archive that can be unarchived using the software at http://www.7zip.org

  • If the sprite goes to the right, the Bullet behavior (applied to the bullet shot) angle of movement should be 0. If going to the left, the angle of movement should be 180.