lionz's Forum Posts

  • There's a discussion and some solutions on this thread:

  • It's all in the manual, including how to test in preview mode : https://www.scirra.com/manual/175/google-play

  • Well using local storage to save the progress will be local data on the device. As far as I know the stored data is encrypted so you won't be able to edit values or anything hacky. In-app purchases will be saved on the user's account for the relevant store.

  • You can set the progress to progress+1 every X seconds, should show it increasing.

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  • Do you know how to do it for setting a value? Instead of 'Set value' for variable you can use 'Add to' and just add 5.

  • From your screenshot above, you probably want

    Z is pressed, condition (lockon=0) - set lockon to 1

    Z is pressed, condition (lockon=1) - set lockon to 2

    Don't use 'is down' or the key will be down during all variable changes and change the variable from 0 to 2.

    If you actually do want to be able to hold the key down for some reason then you can use 'trigger once'

  • Do you mean trigger it again on release of the button after a certain amount of time?

  • Oh right I see your problem now, damn that was confusing. You will need to use a for each so it checks individual containers separately, without using that its just true if any door is in use, and by that I mean anything in the container, so if any door_opener is overlapped it makes it true as well.

  • Are the levels on separate layouts? You just use the Go To Layout action.

  • I just deleted all of your logic and put in one line : Player is overlapping door_opener > set door animation "open", it picks the door that is in the container with the door opener you are overlapping. If you overlap two door_openers then it opens the doors in both. Seems to work fine.

  • You said door too many times so it's too confusing to me now. You said the other doors will not close if the player is overlapping multiple openers. What do you want to happen?

  • No worries, my capx is pretty much the answer below mine, but looks like you have found a solution already

  • The link is broken. However if you are using arrays you can use 'push' to push orders to the next available slot at the back of the array so try this first.

  • Problem is that the other door's won’t close if player is overlapping with multiple Door_Opener’s.

    It does work, you just have the initial bool set to true on that left door.

    My question is though: why I need to add that “for each” condition? I though that boolean variable (isLocket) will pick each object separately (and also Door_Opener's because they are containers of Door ohject's).

    You don't need a for each. If you just have door is boolean set, then it will just check each door as if it was a for each.

  • So you're asking is that the correct link for downloading audacity? Looks like it.