Kyatric's Forum Posts

  • By default most visual objects in layouts are non-global.

    As such, when you move from a layout to another, all the non-global instances are destroyed. Global object just means that moving from a layout to another, the instance is not destroyed and stays on screen (which is not what you are trying to achieve).

    If you are looking to have access to your menu even when ingame, you can look into making it a global layer.

    To have "persistent" rooms, you have several ways to do so.

    a/ Each room layout is a different layout in your game. As such, use the persist behavior for your objects.

    b/ Each room is drawn on the same layout, you dynamically load/save/keep the current states of the room in some data structure (array likely).

    A bit more difficult, needs a lot of organisation, you need, when leaving a room to keep somehow in memory the position/state/all useful infos in relation to the objects on screen. And you need when entering the room (likely the condition "On start of layout" or a function of your choice) to first destroy everything, and then place the correct instances in the correct positions/states you saved them in.

    It's doable, it just require more events work on your side and a careful organisation/data structure/planning of what and how to keep it in memory.

  • By reading your previous message, you may be doing a lot of unnecessary work on start of your layout.

    But on the other hand, as you never precisely state what you are actually trying to achieve, you throw assessments about touch plugin and variables is all.

    Try to describe precisely what you are trying to achieve, post a capx of what your code currently looks like, explain what you expect from this code, and finally tell us what exactly you see happening when executing your project.

    From there, it will be easier for us to explain further on or to provide alternate solutions more in par with C2's ways.

  • Be sure to start with the manual article on IAP.

    From there, it contains specific tutorials/links to the various platforms (each platform has a different interface and is maintained by a different company, as such, its best to rely on their documentation to be up to date on how to sett items in their interface).

    Once you have correctly set the item on the backend of the platform, enter the ID for this item in the IAP plugin for Construct 2 and use the conditions/actions mentioned in the manual article.

    You can indeed also search for the IAP keyword in the tutorials section.

  • Accelerometer can be found as expressions in the Touch plugin

    You want to compare the values of AccelerationX, AccelerationY, AccelerationZ or AccelerationXWithG, AccelerationYWithG, AccelerationZWithG or still Alpha, Beta, Gamma to see in what axis the device is being rotated/turned/etc...

    You likely should use the "Compare two values" system condition to do so.

    Not all devices actually do allow browsers/HTML5 technology to take advantage of the accelerometer, so be sure to check on your device.

  • In the case of using an AJAX call to download a JSON file, the JSON file may be part of your project files or be stored online on a distant URL.

    In both cases, AJAX is used to download and retrieve those external data and feed them into the array of your project.

    The download action of the Array plugin does indeed "transform" the current values and state of the array into a JSON object.

    You cannot "download a JSON into the array" using this action.

    See the manual article on Arrays for more explanations about those actions.

  • In March 2015

    New releases

    The features listed here are only the "highlighted" features for each release. Check each release page to see the complete changelog and comments for each version)

    Be sure to keep updated to the

    most recent release of Construct 2

    If you think you have found a bug in Construct 2 you can report it in this forum BUT

    • Make sure it is not already a reported bug by searching through the "Bugs" forum
    • Make sure it is not a bug in your events, a difference between what you have coded and what you would expect
    • Make sure you're using the very latest version of Construct 2 (beta possibly, stable if this is the very latest release available)
    • Attach a .capx of the issue in the simplest manner possible (no 100+ events capx, no 10 mb capx)
    • Make sure to read How to report bugs before posting and providing all the required informations (your configuration, the steps to use to reproduce the bug, any relevant information you can provide)

    It is really important since about 50% of reports aren't bugs which takes time out of working on Construct2 directly.

    Be responsible, help everybody by making sure it's not your events in cause first.

    Third part addons

    Blog posts

    Reminder

    Former retrospect

    As an added bonus, here is a list of the former "What you may have missed" posts for the year.

    See you next month !

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • R200 is not beta.

  • As mentioned, last version available is the stable r200 (not a beta).

    If features were broken, be sure to read the changelog about it.

    Finally if you are having an issue with Steam, perhaps directly check out Steam's support about it.

  • Anyway, it should be fixed and back to normal now.

    : Removed.

  • You do not have permission to view this post

  • In that case I guess you should ask R0j0hound to add the trigger to the paster plugin (if I understand correctly you are loading images from URL in that third-part plugin).

    Or ask your specific question in the thread of the plugin since it is related to its use.

  • There used to be an affiliate program but it was demoted a couple of years ago.

  • It's doable of course.

    But as often, it depends on a lot of factors.

    In what you explain you don't mention if you'd expect the player to be able to draw more cards from the deck, or if you'd expect the drawn card to be "removed" from the actual deck.

    So in answer to your current question you want your keys to be named like "Card_1", "Card_2", "Card_3" etc...

    Something like that which is using a number.

    Consider also you are having a dropdown list plugin named "List"

    Then, in an "On start of layout" event, you make a subevent "Repeat 5 times".

    As it action you use the "Add item" action of the object "List" and set it as ("Card_" & int(random(MAX_NB)))

    Where MAX_NB is the greatest number in your dictionary cards + 1.

    This simple event allows you to display on start of layout five random cards taken from dictionary keys.

    To be able to fiddle more precisely and remove cards from the deck so there are no duplicates picked, I'd advised you to look into the Array plugin and possibly this tutorial that helps with making/shuffling and drawing from a deck.