lionz's Forum Posts

  • In RPG maker where you would have something like (Player1)Move Right > Move Left > Text: Hello > (Player 2) Move Right > Move Left >Text : Hello. In C2, you can do the same because events run top to bottom. Processing events one at a time can be done by way of using functions, waiting for certain conditions to be met or with 'timers' and 'wait' commands.

    In terms of the specific example of having NPCs walking and talking in a cutscene, I would set up destination points, when a player has walked to it, then run the next action, could be a change of movement or change in dialogue. It also depends on how you want the dialogue to update, if you want it so that the players cannot move until the dialogue has been dismissed then put in a condition Move unless Dialogue is on screen. If you want the dialogue updating as they walk and doesn't need to be dismissed then have it update when they hit certain destination points.

  • The prices are set as a variable, I'm wondering why you are resetting the layout all the time though, what were you trying to achieve with that? Just trying to get my head around it so I can suggest a more efficient way than resetting the layout.

  • I like your editor. Gotta be careful with that scope when you're working solo, and I get that with the half-finished projects. Good luck on making the RPG

  • I've not tried it but you could try using the Video object on a layout with AdMob and test if it works as a banner after exporting with Intel XDK.

    Edit: If it simply doesn't work the same as when creating a static image banner then there is something here about third-party video ad integration :

    https://www.scirra.com/tutorials/1354/v ... ntegration

  • If you skip to the limitation bit it'll just tell you to use a custom splash. You can't edit the C2 one.

  • Ah okay, the manual advises that you make a custom splash.

    https://www.scirra.com/tutorials/318/ho ... ng-screens

  • Yes that sounds good. You could put an instance variable on the spawn point and give it an integer value. If 1 > call function Stacked1, if 2 > call function Stacked2, then the functions relate to which objects are being spawned in terms of position as you described. Then every time a spawn point appears on screen give it a random number, that should randomize what is spawning. Simple enough!

  • Oh right you're in test mode, yeah all purchases will be forgotten when you restart.

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  • Not directly, you can disable it and make your own loader layout to replace it though.

  • Haven't you kind of answered your own question there, "restore purchases" is used to restore the purchased items.

  • It's difficult to help because the request is very generic. I'm going to go with : On card clicked > PlayerTableArray Set value at X to 'PlayerHand.At(X)'

  • The real question is, how have you been freezing the entire layout? I think what you're looking for is a condition using probably a boolean isFrozen. Set up the player conditions, and then add the condition in isFrozen(inverted), so conditions run only when player is not frozen. When player is frozen, set isFrozen to true, when player is not frozen (I assume after an amount of time or something) then set isFrozen to false.

  • It's probably because High Score doesn't exist initially, and the first time you set it, Score has been reset to 0, so it sets HighScore to 0. You need to 'set HighScore to Score' before you reset Score to 0.

  • It will spawn on the Spawner.X, Spawner.Y automatically on creating the action. Imagepoint can be left as '0' default for the origin, central point of the Spawner. The act of selecting the Bubble object to spawn on the Spawner will automatically let it know that it needs to spawn it on the Spawner position, without having to set any co-ord position.

    Also to clarify, the field 'imagepoint' does not expect a co-ord position, it is the number or name of the imagepoint you want to spawn at. The imagepoint is a position on the Spawner object itself, the origin (0) is there by default but you can place others that increment 1,2,3 etc and can be named. Choosing this allows you to offset the spawning location on a particular object i.e. if you wanted to spawn bubbles on the very top corner of the Spawner object you could do this by creating an imagepoint(1) and referencing it.

  • What is it showing instead, the info from Fleet? You could be manually changing the variable to CORP in the editor but something in the actual game changes it to Fleet when you run it? You can confirm this by running debug mode and seeing what the Usage variable is set to in game. If it's not that, link me to a cut down capx of just the button logic and I'll see if I can spot anything.