randomly's Forum Posts

  • Or, even better, adding a condition directly to the event/previous condition.

    (By clicking "Add condition" in the "events" bar)

    Most of the times, this is more useful than adding a sub-event, but that depends on your needs.

  • Nothing is impossible. ;)

    What I can tell from your screenshot looks fine to me.

    The problem probably lies in the way you "restart" the stage.

    Are you restarting the layout?

    Or are you scrolling to a specific point in the layout?

    Because when restarting, the stagearea variable should be set to the stage's checkpoint number, correct?

    If your current game isn't too big, a .capx would be very helpful too.

    Also, adding a "Trigger once while true" to the last condition in your screenshot would be good too.

    (It probably doesn't solve the problem, but it's a nice habit to add it to conditions that don't have to trigger every tick)

  • Awesome!

    Thanks very much!

  • Have a look at this.

    I hope this satisfies your needs.

    It counts the score up to a defined value and fades it in and out.

    The animating speed can be set manually.

    Usage:

    • Type in number in Textbox. This will be the final Score you want to display.
    • Hit "Animate!"

    You can change the animating speed by changing the "speed" value in the event sheet.

    The lower, the value, the faster and shorter the animation.

  • Like this?

    Download .capx

  • From the r235 Changelog:

    [quote:38hyqipx]Browser plugin: deprecated 'Is downloading update' and 'On update ready' conditions

    [quote:38hyqipx]Because the new system works differently to the old one, we've deprecated the Browser plugin's 'Is downloading update" and "On update ready" conditions. These only work with AppCache.

    If you really need those conditions, go ahead and download r240 beta, it contains new conditions similar to AppCache:

    [quote:38hyqipx]Triggers for offline events:

    • On offline ready: this is triggered on the first run when offline caching has finished, and the game can now work offline. (Previously there was no equivalent, this is new.)
    • On update found: triggered when an update starts downloading in the background. (Note this is a trigger which fires once, as opposed to the old "Is downloading update" condition.)
    • On update ready: triggered when an update has finished downloading in the background. Closing and reopening the browser tab will start using the update.
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  • I agree.

    A temporary workaround would be to add subfolders to make the structure more obvious and less messy.

  • Generally, there isn't any "perfect size", since the size varies hugely from project to project.

    It depends on the amount of images you use, how well you use them etc.

    Some pieces of advice to keep your program's size small:

    • Whenever possible, use Tiled Backgrounds instead of big sprites
    • Whenever possible, use functions instead of repeating the same code multiple times (no huge impact on file size, but gets more important when your project get bigger)
    • Use Tilemaps when possible instead of multiple Sprites
    • Try to use many instances of one Sprite instead of using multiple different sprites
    • If your game works online, you can load images via AJAX from a server to keep the program size low

    There is much, much more to it than just that.

    Take a look at this tutorial:

    Export time optimization

    and at this post.

  • Please make sure you tick "Do not automatically parse URLs" in your post to make sure, your link doesn't get shortened.

    Because the way it is now, we can't use it.

  • Nandynho Alrighty, I know how to use CSS with ID's, but I'm not that familiar with CSS to know which property to change to change the button's radius.

    I guess, I'll just wait til you help me out.

    Thanks for the answer.

  • First of all, it would be very helpful, if you reduced your layout to a minimum..This is no small project anymore with 5+ layouts. That makes it hard to find what we need.

    A capx that is reduced to the events that are essential for your problem would be nice.

    Anyways,

    this is the solution:

    find this event:

    Change it to this:

    If you are interested why it didn't work before:

    You need a "For each". If you don't use it, the event will trigger for the first instance that meets the requirements and for that instance only.

    So if there is at least one enemy that is already below 1 health, it won't trigger for any other enemies that meet that requirement.

    You fix this by adding "For each".

    But since "For each" and "Trigger once" don't work well together, we will have to find a way to prevent blood from spawning over and over. Be do this by only triggering the event when the enemy isn't already playing the "Dead" animation, thus, not being dead already.

  • I'm sorry to bother you again, but I got a problem when uploading from the FileChooser with metadata.

    This is my code:

    When I preview in NW.js or Chrome, it gives me this error:

    When I export to NW.js or preview in any other browser, it just never finishes uploading.

    (I know that because there is a text object that would change if it finished)

    Uploading a simple string with the same settings works perfectly.

    Any advice what I did wrong?

  • randomly

    Here it is.

    Wow, your updating speed is amazing, thanks so much!

  • First of all, thanks so much for this plugin!

    And thanks for updating so frequently!

    I got a question:

    Is it possible to change the diameter of the initial button without scaling the item buttons?

    So that I have a big button to reveal the item buttons and smaller item buttons.

    Is that possible? Thanks.

  • Another question concerning Storage plugin: just realized there isn't any way to update a file's metadata in the firebase console UI, but there is one in the API.

    Will you release a way to get and update a file's metadata in the storage plugin?

    (or to upload a file with metadata included)

    Thanks.

    Here is the link to the API:

    Firebase Metadata documentation

    Firebase Upload File with Metadata documentation (under "Add File Metadata")