lionz's Forum Posts

  • I've been exporting for cordova this week and it seems fine to me.

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  • Are you familiar with global layers? The issue is that you have several quit buttons on screen and some are invisible or hidden below. The cause is because you are using global layers incorrectly.

    When you use a global layer you can leave the UI in one layout and it follows through to the other layouts, if you create the objects in every layout then it will duplicate them. The idea of it being global is so you can easily make the HUD once in the first layout and it follows through. You do not need to make a volume / quit button in each layout. If you run in debug mode you can see the several instances of buttons that exist.

    Also the reason they are hidden is because you have different hierarchy and number of layers per layout. If you are using global layers you should be using the same number of layers so that the global one has the same ID/number and name. i.e. Mobile UI layer could be 5 in each layout and should alter its position

    So 2 things to fix :

    - remove any objects that appear in a global HUD layer from all the layouts except the first one they appear

    - make sure you use the same number of layers in each layout and they are named the same and in the same order

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  • Yeah like that latest example above, you can use instance variable on the spaceship to pick the weapon.

    If var=1, shoot minigun projectile, set firerate to 0.25

    If var=2, shoot missile projectile, set firerate to 2

    Then you set the variables at the point in the game where it needs to be decided which guns they are using, or you can alternate during the gameplay.

  • Sorry to jump in on this but I feel like you could've avoided using multiple turret behaviours on one object, which is confusing. You can instead use the turret behaviour, and based on an instance variable on the spaceship, determine the rate of fire and whether its firing a minigun projectile or a missile projectile.

  • Export to android is fine and there is a ton of documentation to guide you through it and publish to Google Play Store.

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  • isPlayer variable is set to false on the town layouts.

  • This seems rather simple so I'm not sure why a tutorial would be made for this. It is a matter of clicking a sprite and setting other sprites or possibly grouped objects in a family visible/not visible. You could make use of variables, when you select the tank icon it has an isSelected boolean which is set to true, when this is set to true then the vehicles are made visible. When you click the other icon, you hide the vehicle objects and make the other objects visible. Assuming the menu always has the same layout then it is easy to set up. If the icons move around then it becomes a little more difficult.

  • For it to move like space invaders you can do something like, sprite on collision with waypoint, sub event : system pick all sprites - apply angle of motion, because they always move across and down together right? Don't use a function or a for each.

    Some info on functions, when you try and apply the bullet stats to your heavy object it is not actually picking correctly, I know it implies that it would run the function for the one that collided but it doesn't and the function is separate. You can pass through the heavy objects UID as a parameter through the function, then on the function you say where sprite.UID=parameter 0. That way it will pick the object that triggered the function, but you don't need a function here.

  • 'Scroll To' behaviour on the player

  • This doesn't accomplish too much, there is already a construct discord run by staff.

  • Not sure if you tried a different method but a workaround could be to duplicate the districts layer and scale it up in the same way but make it invisible. A bit of fiddling around I suppose.

  • I'm not sure why you're sending global variable data to an instance variable on the player, you should just use global variables for player stats. As for the healthbar it looks like there is a chance for a bug since you are passing variables through functions on overlap with the takedamage code. No time to investigate now though. 'Added to the player' shouldn't be a thing though so if avoiding that fixes the bug then there we go.

  • Looks like it's a problem to do with the scaled layer. If you set it back to default 1 then it's fine, must think the heli is in a different place. Probably better to use scaled layers for visual effects and not overlap checks.