mekonbekon's Forum Posts

  • Sumyjkl

    That's useful, thanks. I'll look into it, got some ideas what's going on.

  • imhotep22

    Sorry, missed your post :S Thanks for positive feedback, I'm planning on making some upgrades to the game in the near future, lots of ideas swirling around!

  • Sumyjkl

    Oh no! Thanks for letting me know.

    It's a bit hard to tell from the image you posted exactly what happened; Is the screen grab you posted the whole screen and the HUD elements have shifted? Did the game lock up? Are the sprites not clearing? What inputs were you making at the time of the issue? Any extra info you can provide would really help me to fix the issue.

  • aubrataylor

    Here's a capx that combines all of the above:

    https://www.dropbox.com/s/ay29f20t54x43 ... .capx?dl=0

  • aubrataylor

    You can add the layout names or numbers to an array.

    At the start of the play session shuffle the array using something like this:

    https://www.dropbox.com/s/h8pmfmjgfkvu8 ... .capx?dl=0

    (Run in debug to see the array data)

    You can then just step through the array using a variable e.g.:

    On trigger, add 1 to LayoutCurrent

    Go to layout array.At(LayoutCurrent)

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  • Alpro

    Yes, if you are going to have layouts where a number of the variants aren't used then you'd be best off going for separate ones. Also, if you are going to have multiple colour variants on the same layout then it will most likely be easier to manipulate them if they are separate sets.

    I think that cycling off a single set would be most beneficial if you were only displaying one colour variant at a time on a single map, e.g. night/day, different seasons etc.

  • Alpro here's a capx demonstrating it:

    https://www.dropbox.com/s/yov4ovdjoigq1 ... .capx?dl=0

    Press any key to cycle the colours.

    I made a few changes to the original code I wrote above:

    Adjusted the "i" and "j" loops to be one less than the width and height.

    Added an extra check to prevent transparent tiles from being cycled.

    Used the "%" modulo in the tile set action to ensure the colours cycled back around to red; the 16 figure at the end is the total number of tiles in the set.

  • Alpro you could also have one tileset that contains the different tile colour variants. If you need to change the colour during play then you can change the tile number for each tile using the "Set Tile" action in a nested loop.

    e.g. tiles 0-3 are green, 4-7 blue, 8-11 red etc.

    On event:

    For "i" from 0 to tilemap.width,

    For "j" from 0 to tilemap.height | tilemap: Set tile (loopindex("i"), loopindex ("j") to tilemap.TileAt(loopindex("i"),loopindex("j"))+4

    When you run this it would go through each tile in the tilemap and add 4 to its number, shifting it to the complementary tile in the next colour set.

  • era, this might not be exactly what you're looking for, but you can replace the C2 icon that displays when the game starts loading (before any loader layout):

    In the project bar click on the "icons" folder - you'll find a bunch of C2 logo icons.

    You can replace all of these with your own icons, although loading-logo.png is probably the one you're after - just be sure to make the dimensions and filename the same.

  • Silviu Do you have a capx you can share? If you're using a "trigger once whilst true" it might be due to a misapplication of that condition, or it could be because you have multiple pillars on screen at the same time.

    As a workaround you could spawn an invisible object with each pillar, spanning the gap that the bird flies through, and then add a point on collision with invisible object.

  • If you install the free chrome extension "Pushbullet" on your main machine and all of your devices

    https://chrome.google.com/webstore/deta ... dkjlcfhogd

    I hadn't heard of Pushbullet - thanks for the recommendation, I'll give it a go.

  • Cheers for the feedback justifun, I'll check out digitalocean as well.

  • Hi all,

    In C2 I made extensive use of the preview over wifi feature. I could add a link to the current LAN address as an icon on the homescreen of each test device and then when I wanted to run a test I just had to open up the icon on each device and run the project.

    In C3 if I want to test on multiple devices using remote preview it seems that I have to manually add the preview address (or scan the QR code) on each device every time I want to start a new test session; this isn't so much of a problem for one or two devices, but if I'm testing over a larger number it can quickly become tedious, especially if I'm switching between projects or versions of projects - is there any way to automate this process?

  • Nepeo

    justifun

    Apologies in advance for derailing the thread (and for my soon-to-be-apparent lack of server knowledge), but I'm wondering what the benefit is of using a system like Fenix Web Server or the other services you've mentioned over BitBalloon, which I currently use for hosting my projects and so far have been very happy with? At some point I was planning to move over to a proper web hosting solution (probably Bluehost), once I've got my portfolio and website properly sorted out, but is there any advantage to using Fenix etc in the interim? If so, is the learning curve steep?

  • Hi UlisesFreitas - I've noticed before that iOS devices can sometimes take a few seconds to load in Local Storage data. The way I dealt with this was to load in the data in the previous layout before moving to the new one, or covering the layout with a loading image that is only removed once the data is loaded.

    One thing to be careful of is loading Local Storage data in a loader layout. As I understand it (and if I wrong I hope someone sets me straight ) if a loader layout has run once it may not run again as the game has already downloaded, so the Local Storage "get" may not be called.