Kyatric's Forum Posts

  • As you can see here the difference between the free version and the licensed are the use of unlimited layers (4 only in the free version), unlimited events in all your project (100 in the free version), subfolders (in the object tab, when you are sorting the object of the project out, you can store them in useful subfolders) and finaly you can make money with a standard and business license whereas the free edition does not allow you to make money out of your games.

    You should check the tutorial about licenses.

  • I loled.

  • There's no layer limit in the licensed version.

    Can you provide a capx to check it out ?

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  • Your question still doesn't make full sense to me, and that's why I linked to the topics, where there is an example of variables scope.

    In your capx, I don't see the problem in the scope group, except that you use two for each loops on the same object.

    As it is, the local variable is accessible for the second loop, but not the first one, as you seem to want it, so I don't see how its scope is wrong.

    Also you can drag/drop the variable and modify where it is placed even if it was created in the wrong spot, so I really don't see the problem there.

    What are you trying to do exactly ?

  • Ho yeah the strange line has disappeared, it is far better better now :)

  • Fixed again

    A few notes, when going from one layout to another, consider the objects that are not global to be destroyed, and the objects in the "new" layout to be created again.

    As you made your "SwitchSceneBackButton" of layout1 with the property enabled = no by default, then each time you "launch" this layout, the button will be deactivated.

    You need another check on a global variable to make sure what "state" it should be in (enabled/disabled).

    Also, try to keep the code for objects from a layout in the corresponding eventsheet (just to keep track of what is where).

    For now it is not a big deal since you have less than 10 objects and only 2 layouts, but imagine what it will be like when having 1000 objects and 200 layouts.

    You'll just lose yourself in trying to figure out what is working with what/where.

  • EmperorIng360: The tutorial about "How licenses work in C2" has been updated with those infos.

    Hopefully it will help reducing the number of threads about those issues.

  • Going to a layout isn't supposed to reset global variables.

    If you want to reset global variables, you have to do it in some function that you'll call from that event. The event will take to the next (or same) layout, and the function will set the global variables values to the value you want them to have (in this case their default value).

    By the way, it doesn't reset the values of private variables of global objects either. So you have to set them manually too.

  • I just wish to add to Ashley's excellent answer that if you feel like coding in the end you can always make your owns plugins and behaviors thanks to C2's SDK.

    It's pretty straight-forward, a lot of fun, it can be useful depending on your project but be aware that if there was another exporter made for C2, you would then have to make a plugin for this exporter too before exporting the game with it. (oops, Ashley ninja'd :/ )

    And finaly for those wanting some debugging, you can always create a condition "In preview" and display some values from there for your debugging needs. It would require a text or a browser object and the alert action, but it's often useful.

    so perhaps some simple documentation or perhaps more in depth descriptions in their respective selection windows is all that's needed.

    Do you mean like the inline documentation in codition/actions/expressions window ?

    Also the manual is soon coming, it takes time to write.

  • 3/ Using local variables - A bit more about local variables

    4/ Probably becasue it wasn't implemented. At worse, use an object in your layout (the player for example) if you need absolutely booleans.

  • : Check This thread. The pirate princess Badge has been removed as it was awarded to too many users (for a supposed rare achievement).

  • Also make sure that your top layers are transparent. (select the layer in the "Layers" tab and check the properties).

  • You have the example folder in your C2 base installation.

    It also contains the space blaster and ghost shooter demos complete capxs.

    You then have the "How do I FAQ" list with loads of tiny to more complete examples. (2 games from the last C2 comp are listed there)

  • I think you should put the stop action at the end of your layout (before the action goto layout 2) instead of in the beginning of the next layout.

    Also without the capx, it's only guessing.

  • You should check this topic that explains detecting the "above" of surfaces with the platformer behavior.

    It also shows about customizing the controls, this way you could prevent the frog from moving right/left when it is not jumping, but allowing it to give the direction where to jump to.

    That would make it for the movement.