Kyatric's Forum Posts

  • Moved the topic to a more appropriate forum, because the OP can't be bothered apparently.

    Why propose to sell a game source code in a dedicated store ? Maybe because it is a dedicated store, and the more places you propose your code, the more potential customers you reach ?

    Why pay a fee ? Well if you read the seller agreement you will know why.

  • You still have to pay attention to the memory usage of your game. So make sure whether loading a video in memory is more efficient then doing the "cut scene" within Construct 2 itself.

    Depends also on the devices you target. Apple iphones don't like huge videos and you can't really navigate from a point to another within those videos.

    Plus, as always with Apple, to start playing the video you are required to have a player input. possibly on a DOM object like a button.

  • => Construct 2 Direct discussion channels in the forum "Construct 2 General".

  • From the "How do I FAQ"

    [quote:1q65lczx]

    Navigation through layouts/levels (single event sheet) - LINK

    Navigation through layout (with demo capx) - LINK

    This is a basic idea.

    In your case, you want the action of taking the pill to set a specific value for the "end variable" that determines what layout you are going to.

    So in pseudo code:

    Global Var EndLevel as number

    On collision with Blue Pill => Set EndLevel value to 1 ; Destroy Red Pill and Blue Pill

    On collision with Red Pill => Set EndLevel value to 2 ; Destroy Blue Pill and Red Pill

    On end of level => Go to "Layout " & EndLevel

    Considering your layouts are named "Layout 1"; "Layout 2", and so on.

    This way, when picking a specific pill, you set a value to a variable that will be "directing" toward a specific layout when the actions of end level happen.

    This is pseudo code (the actual logic supposed to happen), as the actual implementation depends a lot on what you actually already did in your project.

    If you have issues with concrete implementation, do post your existing capx it will be easier to let your know directly what implementation is appropriate in regards to how you did things so far.

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  • As a newcomer to Construct 2 a single thing to do :

    Read The Fabulous Manual and learn what capx are, and more.

  • C2 does not contain ways to send an email "out of the box".

    You can add some third-part addons dedicated to this (example armaldio's "Send emails").

    Or you may use the data you get and send them through AJAX to a dedicated server (as you can see in the How do I FAQ section AJAX).

  • * The issue your describe sounds like you need to upgrade your graphic card drivers

    * At worst if you really need to get back to a previous version, see in the How do I FAQ

    [quote:qonbfkyz]How do I open a recent project in an older release - LINK

    * Be sure you use the backup option and at worst try to open a backup capx to see if you encounter the same issue.

  • Having an array to hold "initialisation variables" per phase sounds correct as well.

    In fact, you would pick the value from the array on creation of the enemy and fill their instance variable with it, accordingly to the current phase (you would then use an array with at least two dimensions, X being the phase, Y being each of the variables required).

    To store those kind of data, an array is one of the available data structure.

  • Events are read from top to bottom.

    Events are executed when all actions are true.

    The events in your original sequence check if the player has enough money and if the object is bought.

    In the first event, the player has money, and the object is not purchased. There "is_bought" is set to 1.

    Second event, the player has money and the object is NOW purchased (in the same tick). So the upgrade is completed as well.

    In order to "do the pause" as you intend, your second event requires to have a "Else" system condition.

    This way, it would only execute one or the other event, and indeed the behaving of those events would equal what you expected.

    Reverting events here will work, but is only a band aid that can go wrong if you were to attempt to add more upgrades later.

  • Wrong link.

    Consider posting a public link to your capx file.

  • Learn to use instances, your "Levelselect" events are not efficient and modular because of it.

    Capx fixed explanations in my previous message, read it again.

  • When you execute C2 and make a new project, there is actually a template named "Microphone input" that already modifies the Audio Analyser to use the microphone as input instead of a sound.

    From there, according to the volume (the value of the RMS shown in the example: Audio.AnalyserRMSLevel("mic", 0) *2 or *4) you should be able to modify the Y position of your sprite.

    The actions that modify the sizes of the sprites in the event 9 is very close to what you are looking to get.

  • Can't see the image of the issue, it seems to be down for now, or has been removed, nonetheless from the description it could be an issue with

    [quote:1ifxryrr]Understand the picking of newly created/spawn instances since R101 - LINK

    The same delay applies to destroying instances as well, and picking a newly created instance in a sub-event just does not allow to pick it as the instance does not exists at the moment of the execution of the sub-event.

    A solution is to have the system action "Wait 0 second" that will skip a frame and execute the next action. And the next action should be a call to a function that picks the UID of the newly created instance (this UID exists in the current event) and actually the function is made of the actions of the sub-event.

  • When you click "Finish Level" (object named "complete") you do not save stuff in the array. So the current's level start aren't saved.

    Otherwise, apparently, you have the same code for the "win" and "next" objects.

    In the end, you should try to factor everything to only use a single event sheet instead of one event sheet per level.

    Use the function object to reuse the similar code, and when you click buttons, call this code.

    Use "Go to layout by name" using your CurrentLevel variable to go to the appropriate layout. ("level" & currentLevel)

  • > This is how i did it --

    >

    > https://www.dropbox.com/s/50xculga24uwg ... capx?dl=0/ Global Variable Timer.capx

    >

    Thank you korbaach and jeffige for the effort in doing a capx.

    I really like what jeffige did, It almost what i am looking for a solution to my problem but as i said i have 2 sprites with 5 frames each, These frames changes randomly every 2 seconds.

    Sir jeffige, You set the Timer >= to 2, if its true, then GameOver for the player and the player needs to restart the game again. But when the player touches the sprite you set it to 0 so that the action you gave to Timer will not trigger and the player continue to play the game.

    But as i said, i have 2 sprites with 5 frames each. "Every 2 seconds" i set their animation frame to random(0,5). When the player touches these sprites i want the "Timer" set to what currently the seconds of the animation frame.

    HOW CAN I DO THAT?

    Please help, this is the last condition i want to implement to my game.

    Your request is super confusing.

    In order for it to make more sense, you should take every informations/capx you've already been provided and make a version of your game that is close to what you are looking for. And do provide your updated capx in order for others to be able to investigate easier what you are asking and what is going wrong.

    In the absolute, you can set a numeric variable value to be equal to Sprite.animationframe; this will assign the number of the currently displayed animation frame as value of your variable. It sounds like this is what you are asking for ?

    You speak of a timer, but did you implement it like in one of the provided capx ? Using a variable ? Using a timer ?

    This is all confusing.