rayray's Forum Posts

  • Thank you for your responses, it's extremely helpful and appriciate you guys taking time out to help out.

  • Thanks for the capx but i have to say that is quite confusing for me, I don't know where to begin Does it usually take this amount of events to add commas to a score?

    Is it possible to implement this into the Autorunner Template scoring? If so, what exactly do i do? If someone can provide a capx of the commas being added to the Autorunner Template scoring then that would be helpful.

  • I'm using Spritefonts for my score display and wanted to add commas into my score, like 12,454,343 or 1,234 etc.

    I've searched online and found a thread that does focus on this -

    But the example there is not working for me, maybe i'm doing it wrong. I'm using the scoring from the Autorunner Template but i can't seem to implement the example into the scoring, either nothing happens or i get issues such as crazy numbers appearing with decimal points.

    Does anyone have a suggestions on how i can add commas into my scoring?

    Thanks

  • Yeah i suppose theres not alot of variation you can add to the scoring on an Auto Runner unless bonus items are included. It is something i've been considering adding to mix things up.

    Thanks for reply.

  • I'm creating an Auto Runner game and i wanted to know whats the best mothod of keeping score with this?

    I'm aware of the Auto Runner Template, the scoring there is OK, but after testing it out, if the player gets stuck between blocks or goes off screen on the left, the score still goes on, which i don't want.

    I've currently change the scoring to the following

    Condition

    Player (X > 0)

    Action

    System (Add Platform.Bullet.Speed * dt to TotalDistance)

    I find that this does work better, does have a slight issue where scoring carries on for a little bit if the player falls off the screen or crashes into a block.

    I just wanted to know is there a better way of keeping score with an Autorunner or are there an tweaks i could add to my scoring?

    Any suggestions would be helpful.

    Thanks

  • Thank you. That's really helpful, I can see where I was going wrong.when I tried this out. Thanks again.

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  • That thread you originally linked was started by me, I posted it in the beginners forum. I did mention in that thread that the suggestions didn't work for me and that if there were any other suggestions or if someone could show an example with the capx file provided, then that would be helpful. I didn't get a response after that so I thought I'd start the thread in this forum rather than the beginners one.

    Like I mentioned, I've not been able to get this to work but would appreciate if you can show it working with the capx file I've included as an example.

  • This method isn't working for me as it only does one type of jump no matter how long i keep it pressed. Any other suggestions? All i really need to convert the keyboard keys in my example into a touchscreen actions. It doesn't recognise that i'm keeping hold of touch the screen and then letting go.

  • Definately use Sprite Fonts if you want to create a fancy text.

    You can also create your own Sprite Fonts by using the tool "GiveYourFontsMono", which you can find here -

  • I've been having this issue for a while now and was hoping someone can help me out here. Basically i wanted to add a touch duration feature to my game where the longer keep hold of touching the screen, the longer/higher the jump.

    I've kind of worked out a way to do this, which is by doing the following:-

    Keyboard (On any key pressed) Player (Simulate Platform pressing Jump)

    Keyboard (On any key pressed) Player (Set Platform Gravity to 2200)

    Keyboard (On any key released) Player (Set Platform Gravity to 3500)

    I'm not sure if this is the ideal way of doing it but it sort of works the way i want it to. The issue is i can't implement the touch feature for this to work exactly how it works with the keyboard.

    The way it works now is fine as the jump is capped and if i keep a button on the keyboard pressed, it jumps higher. But if i change it from keyboard to any Touch condtition, it doesn't do the same thing as it just jumps normally without any change.

    This does seem like something really simple and obvious to do but I can't work out how to do this, so i hope someone can help.

    I've provided a simple capx file to show what i've done so far.

  • Thanks, i've tried that. It does work a little better, but does some weird animation at times. It may work better when if i tweak it.

    I found another way of doing it by changing the gravity, this way works better but the issue i have is that the jumping only works when i set it for Keyboard buttons. I can't seem to implement this with the touch feature as there is no change in the jump as there is with using a Keyboard.

    I've provided a capx file to show what i've done, hopefully you can help with this.

  • Thanks for the example but its not quite what i'm looking for. With your example, i am able to increase the jump by holding down on the touchscreen/mouse click but this doesn't really work for an autorunner where everything is constantly moving.

    I think Canabalt is the best example i could give of how i want to do it. With that, the jumping is based on duration of touch but the highest jump is capped no matter how long the button is pressed, thats is what i'm look for.

    Is this possible to do?

  • Thanks for the reply but thats not working for me, when i do a jump all it does is display the jumping animation which i have without actually jumping.

    I'm sure this can be done as many game have this but i just don't know how to do it.

  • I'm creating an Autorunner game for phones and wanted to add Touch dratiom feature to it. By this i mean i wanted to add a function where the power/height of the players jump is determined by how long the user touchs the screen, so if the user does a quick tap to the screen to jump, it will do a light jump and if its a longer press to the screen, it will be a slightly more powerful jump.

    Currently i have set the character to jump the furthest that it can, so i'd like to implement a feature where the player can make shorter jumps by just tapping the screen.

    My capx file is much larger than 2mb so i'm unable to post this here.

    I don't know if this is possible but would any help with this using the Autorunner Template as an example.

    Thanks

  • Can anyone help? I've searched through the forums but haven't found anything to help me out....