procrastinator's Forum Posts

  • I'm also from a programming background, and sometimes I find it hard to visualise things in the Construct way too. So you're not alone ;p

    Yep, any questions or problems, ask away. I'm here most of the night so I'll help if I can.

    edit> just spotted your debugging question.. I always use text boxes and such.

  • Very nice!

  • PyxelEdit

    I think this was posted on here ages ago. Very nice little editor.

  • Actually, looking at your original capx, I think it might be better to explain where you were going wrong.

    Events 2 and 3..

    What's actually happening is, you're looping through each element in the array, THEN looping through each mushroom (by X ascending - should be Y).

    Here's what's basically happening in your loops..

    array index = 0

    mushroom = first, set the array (0) to this mushroom angle

    mushroom = second, set the array (0) to this mushroom angle

    mushroom = third, set the array (0) to this mushroom angle

    mushroom = fourth, set the array (0) to this mushroom angle

    ^ array (0) = fourth mushroom's angle

    array index = 1

    mushroom = first, set the array (1) to this mushroom angle

    mushroom = second, set the array (1) to this mushroom angle

    mushroom = third, set the array (1) to this mushroom angle

    mushroom = fourth, set the array (1) to this mushroom angle

    ^ array (1) = fourth mushroom's angle

    and so on for all 4 array elements. All array values will be the fourth mushroom's angle.

    Also, event 5, you're testing the value at array index 0 with the current mushroom angle which would be wrong anyway. Each mushroom has to point to the correct array index, hence the arrayIdx in my capx.

    If you only wanted to check for angle 0 on every mushroom, then you wouldn't even need an array, but since you'll need to be checking for different angles, you need the array. I'm assuming this is a learning messabout before you implement it in your pipe game?

  • scirra.com/forum/save-game-on-mobile-device_topic58691.html

    Should answer your question ;)

    I did ponder this one myself but never really bothered since I only mess around with Construct 2 through a browser.

  • Here you go..

    dl.dropbox.com/u/666574/curv%20-%20mushrooms.capx

    If you need anything explaining, let me know.

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  • I saw your other thread earlier but didn't have time to reply.

    If you're making it the same as the game in the youtube video, as in, the pieces are already on the board just ready to be rotated, then it's quite simple.

    You place all the pieces in the layout editor to make the final result. Place them in the order you want the flow.

    Use an array to store the angle of each object (ordered).

    On start of layout, go through each piece and assign a random angle - choose(0,1,2,3) * 90. This will jumble the angles.

    To check if they're connected, loop through each object and see if it's the correct angle as its array counterpart. Stop looping at the first wrong angle. That's where the water will be up to so just change the frame of each object that is correct, to that of the water filled piece. Do this everytime a shape is rotated. Shouldn't be that much of a performance hit, if any.

    You'll need to have rules based on which way the water will flow (you'll most likely need 2 different animations showing the flow of water from edge A to edge B, and one to show edge B to edge A).

    It's a little bit more work than that, but that's the method that pops into my head when I watch the video.

    My mind is a bit foggy otherwise I'd have a crack at it. Maybe tomorrow.. ;)

    Hopefully that gives you some ideas.

  • Custom timers always worked for me..

    dl.dropbox.com/u/666574/bootsie%20-%20spacewarripoff.capx

  • As for merging... you mean the condition you drag, drags it into another condition box?

    Drag from the left of the condition (there's a small blank square before the condition text). This will allow you drag actual events. At least that's what your problem sounds like.

  • No worries. Glad you're getting there.

    Here's a fixed version of your capx. I've commented new additions.

    dl.dropbox.com/u/666574/save%20values%20trouble.capx

    Also, can't remember which layout it was - in game, or load - you had the Goto Layout before your code to reset the PlayedBeforeVar, so the reset was never going to work because it would jump to the new layout first.

  • From what I can see, you're testing if the player is to the right or left of the shadow. You need to test using the npc.. you'll get proper picking then.

    + for each npc01

    + if npc01.x < player.x

    -   npc01 set animation to right

    + if npc01.x > player.x

    -   npc01 set animation to left

  • Can't see why not. Haven't messed with mobile devices so can't answer 100%, but I'm 99% sure ;p

  • An example I made for someone else should help you..

    dl.dropbox.com/u/666574/webstorage%20jump%20to%20level.capx

  • Kyatric is correct, you need to group events. I couldn't figure out why I found it hard to follow, but now I know why.

    part12studios, also, in your load layout, when the reset button is clicked, you should add...

    PlayedBeforeWebStorage set local key "PlayedBefore" to 0

    whiteclaws, haha that made me laugh ;p but the battle isn't over yet! Not until part12studios understands and implements and is successful! ;)

  • At first glance, you don't have it loading from the local storage on the first layout.

    Insert at the top -

    + If PlayedBeforeWebStorage.Local Key "PlayedBefore" exists (THE EVENT)

    • PlayedBeforeVar = PlayedBeforeWebStorage.LocalKey("PlayedBefore") (THE ACTION)

    Seems to work for me.