lionz's Forum Posts

  • My priority would be on making it not crash and lower the memory usage rather than trying to work out what it will do when it crashes.

  • Ok you meant click menu that makes more sense. So you just need an event that dragon fires every <variable> seconds, just this one its own, and when you click easy SET the variable to 3 like I mentioned above. Also use a global variable for firerate.

    So you have every <variable> seconds : spawn fireball, that's the event.

  • It's unclear what you are trying to do with both on clicked and every X seconds at the same time. I thought your issue was modifying the number of seconds. What do you mean by on click and every X seconds ? Do you mean while mouse button is being held down then every X seconds it should fire ? When you click the mouse it should toggle on firing mode for the dragon until you click again ?

    Note in general you can't use them both together regardless of what you are trying to do because on clicked is a trigger once event so the every X seconds will not keep running constantly inside it. So really depends what you are tryin to achieve with the gameplay.

  • You probably answered your own question, sounds like the app crashed so nothing was saved.

  • You can use every X seconds where X is a variable equal to 3, 2 or 1 depending on difficulty. So if user starts the normal game, set the variable to 2. Automatically the event will be every 2 seconds.

  • So is it fixed now? I created my own APK and it was fine then I created an APK using your events and it was also fine.

  • Looks fine to me. Not sure what you meant by 'Just the image or the url goes'. Maybe your device isn't set to support sharing.

  • These features obviously work though, the problem is on your side. Check if you have events for destroying the instances and spawning them again on start of layout or something similar, this would override anything to do with Persist.

  • So what's the issue and how far did you get with experimenting with different blocks?

  • Don't use both of those things at the same time. You need to decide if it's an object that remains in the previous layout (Persist) or an object that follows you through the layouts (Global)

  • Put Scroll To behaviour on an invisible sprite, this will act like a camera. Then have the sprite slowly move to the right with events such as set sprite x to self.x+value or something similar.

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  • You just need the condition I mentioned trigger is used=false so it only picks from ones that are not used yet.

  • Ya I think just fix the music so it loops. I don't think you need control over parts of a track. If you really wanted to do it you could get the time of when it should play the sound and start a timer of that length when the music starts.

  • If you do a condition enemy.AP=0, you can set a global variable to enemy.pickedcount. This value will be the number of enemies with AP=0. You will need to add an Else and the Else is run when it can't find any i.e. what you wanted when there are no enemies with AP, it will run on the Else.

  • Isn't the best fix to make the track loop correctly ?