LittleStain's Forum Posts

  • I made an example for this on the forum not too long ago.

    I will have to search the forum to find it.

    there's an old example in the arcade, which I adjusted to recognizing the slope angle as explained in the above posts.

  • You were saving your highscore to webstorage every tick, even when score wasn't higher than highscore.

    Highscore is 0 when the layout starts, so 0 was saved to webstorage.

  • Instead of saving your highscore to webstorage every tick without any conditions you could try this:

    <img src="https://dl.dropboxusercontent.com/u/48563442/highscore.jpg" border="0" />

  • Everything is working just fine here..

    You are just not setting the text of the modomode every tick, but the rest is working just fine.

  • I understand what you are trying to do.

    I'm just saying the second event will not trigger if the first event is triggered, because after the first event highscore is the same as global.score, but maybe you aren't explaining your events right.

    Could you please upload a screenshot of your eventsheet so we can look for where the events are flawed?

  • In the gameover layout, If Global,Score > highscore

    highscore set to Score.

    t2 set to highscore

    So I want to save the high score in local.

    So this is the event above.

    If Global,Score > highscore

       -highscore set to Score.

       -Set key"savescore" to highscore   

       -t2 set to webstorage.localkey("savescore")

    I guess this could be the issue..

    first you set highscore to score, so global.score isn't bigger than highscore for the second event.

    It's not clear to me why you are using two events for this anyway.

  • Well ofcourse it is..

    if you are only setting it when global.score is bigger than highscore.

    When you start the game again global will be lower, right?

  • How are your events set up?

  • After doing the beginners tutorial, the youtube ones that are around will be a lot easier to understand..

  • I would recommend the

    Beginners guide to construct

    It tells you the basics of working with construct2 and actually assumes you have never worked with the program.

    It might not be the game you'd like to make but you will learn how to work with behaviours and events.

  • Ok, so in the capx the way you have it now the names of the animations are added to a string.

    When pushing the buttons on the right the names are added to another string and those two strings are compared to see if the original sequence is the same as the user defined sequence.

    The animations are triggered by setting the variable state to "show" and adding to the variable "showNumber" and using that variable to pick the right animation from the string with:

    tokenat(showtext.text,stand.shownumber,"_")

    So to make it work with userinput

    you'd have to append to showtext the name of your animation followed by _

    And when pressed play set state to "show" and add 1 to the variable "showNumber" every 3 seconds.

    That's about it!

    But it might be a wise choice to try and create these actions with events you can understand, instead of using the capx as is.

  • Could you please add a link to an example, so people who want to help don't have to search for it themselves?

  • Like I said, it's all already there in your events.

    You'd only have to change the triggers.

    Seems like at the moment you don't understand the events in your own game.

  • From what I've seen you have the basics for that already in place in your game.

    What is it that you'd really want to know, for setting the animation has already been implemented.

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  • Constant 60 FPS here, but my comp is optimized for graphic performance.

    I'm sorry but I can't open your capx, because of the plugins in it I'm not going to download just for this purpose.