Lazernaut's Forum Posts

  • Hey everyone :) As part of Ludum Dare 46 Construct 3 was free. I took the chance to try my hand at building games again, after having not really done it in 10-15 years. It went far better than I expected so after LD46 was over I went and bought Construct 3, and polished the game into something I could be proud to release. And so my game is now officially out on Google Play. Just waiting for the review process, after which it'll be out on Steam as well. It's a tiny game so I don't expect much of it, but to me personally it's a huge deal.

    Hope you'll give it a go - feedback is most welcome.

  • Out of frustration I rewrote the whole thing and now it works. I'm sure I'd overlooked something basic, trying to fix a fix etc.

    In case others come across this thread in the future I'm posting my solution here. It's tested and works after exporting the project as an nw.js project.

  • I just tried creating a blank project with just a text field and LocalStorage, then export it as nw.js - it works, so it's something in my code I'm overlooking. I'll post screenshots, hold on.

  • I'm putting the final touches on my game and I have a highscore function. At first I built it with the LocalStorage object and it worked perfectly. Except, when I exported it as an nw.js project it stopped working.

    I read somewhere here that perhaps it'd be better to use the Dictonary. Coding the dictionary is slightly more straightforward than the LocalStorage on but the only save option I can find for the dictionary is downloading a .json file but this prompts the user to download the file. I need this to happen silently.

  • Perhaps you could use the persist behavior on them to make them remember? Otherwise you could maybe give them an instance variable called id. Then, when the layout starts, create the needed number of sprites, set their id incrementally (so the first one is 1, next one 2 etc.) and then save your information based on that id?

  • I would probably put an empty text box somewhere, and then change its text if the user pressed Enter and the text inputs are empty - if I understood you correctly :)

  • All I can think of is maybe multiply the number by a 1000 when storing it in the global variable. Then, when you set the text, use float(globalVariable/1000).

  • Here are 2 possible solutions I could think of. I don't know your needs, but perhaps you can use this as an example to get what you want.

  • The box you see there is how Construct knows where the cat collides with the Solid. If you move the bottom of the box up a bit, the cat will rest closer to the ground.

  • Supply and demand - the market is completely saturated. If you want people's attention you have to do aggressive marketing I think. It's not enough to simply have a quality product. It's like writing the best novel in the world and never leaving the house with it. Means nobody's going to read it.

  • Are you seeing any pictures in my last post? They seem to be gone...

    How about creating a global variable called scoreBuffer? Then you add the points to that buffer from the events you want, tell Construct to wait some miliseconds, and then use the scoreBuffer to display the score?

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  • Oh I think I understand. I have just implemented that feature in my game using a Spritefont object. I expect you can do this with any object that displays text.

    So if I understand you correctly you want this:

    I've done it like this:

    1) First I create the text object.

    Then I change its text right after to what I want.

    2) Makes the score text float slowly upwards. It sets the text object's Y coordinate to whatever the coordinate already is, and then subtracts by 0.25. You can change this value to change the speed.

    Hope this was more useful for you. Otherwise, as you can tell, I find it a little hard to figure out completely what you mean. I'll try and help if I can.

  • As far as I can tell what you want can't happen currently. In terms of code, Construct (or any engine) checks things 1 at a time. This means that in every tick the game will first check if bullet A has hit it, and then bullet B. Since you destroy the object immediately on either event, both variables cannot become true because the object is destroyed before this becomes possible.

    My solution would be to have a small timer.

    Give the enemies an instance variable called "deathTimer". Make its default value 50 (or something).

    if Drones - HitA = false

    OR if Drones - HitB = false

    Subtract 1 from deathTimer

    if deathTimer = 0, destroy Drones

    This will give you "deathTimer" amount of ticks for the enemy to be hit before being destroyed. You can experiment with the number of time to give so it suits you.

    I hope I understood your problem correctly and that this was useful.

  • With games you can usually right click on them and choose to see the associated serial key. Maybe that'd work for C2 as well?

  • Hi guys.

    Was wondering how other people went about it when they need to produce something creative for someone else's game. I've agreed to make music for someone. Currently I make small bits of 30-60 seconds, he says what he likes and dislikes and I make something new. I've realized this could end up taking forever. The problem is that he, like many customers, doesn't know exactly what he wants. Friends have suggested I write up a questionaire to send to people.

    How do you guys go about it?