lionz's Forum Posts

  • Is your text box showing "text" by default? That probably means your 'On store listing' wasn't successful. You first need to 'Request store listing' then you can use the action 'On store listing success'. If there is still a problem then we need to take a closer look at the store logic.

  • I would start with the rexrainbow plugin (https://dl.dropboxusercontent.com/u/577 ... _date.html ) to detect system date/time and I guess store the time on game exit and compare how long has passed when loading the game.

    I guess you'll have to make use of local storage for save game data :

    https://www.scirra.com/manual/188/local-storage

  • I don't think this is possible in C2. This plugin ( ) might do it in the same textbox, I don't know for sure.

    League of Legends, Crypt of the NecroDancer, FInal Fantasy VII

  • If you want to save the game state as if it was something like a top down shooter and you were mid-level then that save games link will come in useful, it will save the state of the game. If it's only ever going to be little bits of data like their name and score then you can make use of local storage https://www.scirra.com/manual/188/local-storage. This will remember certain bits of information for when you load the game again on the same device.

  • 'View' tab at the top and then check the box for Tilemap Bar.

  • The high score tutorial is exactly what you need because it's about storing a number. The number of coins is just another number that needs to be stored, it's exactly the same process. Instead of storing a 'high score' you store 'number of coins'.

  • It'll be a problem with the logic and setup then, you'll need to post a link to a .capx file for someone to take a look and assist you.

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  • No problem. If you have variables on Event Sheet 1 linked to Layout 1, they won't work on Layout 2 unless you 'include' Event Sheet 1 on Event Sheet 2. This is because they are separate by default, however you may have the one event sheet linked to all layouts which is also fine. You can do this by right clicking the event sheet and selecting 'include event sheet'.

  • Make two global variables CloudPosX and CloudPosY that every tick store the CloudSprite.X and CloudSprite.Y. On loading the second layout, set Cloud position (CloudSprite.x=CloudPosX, CloudSprite.y=CloudPosY). That works although there could be a simpler way. REMEMBER to include Event sheet 1 (the one with the global variable) on the second layout's event sheet.

  • Just to clarify, is this one single sprite of a cloud or is this many sprites of single clouds that move? I have a way to do it with sprites and global variables but it gets convoluted if you have lots of objects. This might be better to do with an animation?

  • Can you please post a higher resolution screenshot, unable to see the logic correctly.

  • I assume with this kind of logic you will be making use of save games :

    https://www.scirra.com/tutorials/526/ho ... -savegames

    Then to set this up I would automatically load the saved game on start. I would make use of 'On load failed' which returns if there is no saved game present.

    'On load failed' - 'Mark as new player'.

    'On load complete/succesful - Mark as returning player'

    A second way of doing it could be to ghost save the same early on and have a global variable or identifier, which changes based on how late they are in the game and whether you now consider them a new or returning player i.e. beyond an intro movie or completed the first level, whatever you want. In this case, you could just load the game automatically on game start and state the following :

    If global variable = 0 - Mark as new player

    If global variable = 1 - Mark as returning player

    Then play the appropriate intro movies.

  • You could give each question a number or identifier and use 'floor(random(X))' to generate a random number between 0 and X, where X is the number of questions.