RBuster's Forum Posts

  • Ok. I'll wait to see if someone could confirm it or give me another suggestion. Thanks anyway.

  • Thanks Carbincopy

    But I wouldn't to use a loop for this. I want something like:

    On touched tilemap & tilemap.tileTouched = false> tilemap.tileAt(something.else.that.I.don't.know): set tilemap.tileTouched = true

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  • I want to verify if a tile was touched before to allow spawn or not. I know that I need to use a variable to control it, but I don't know how to define the value for each tile. Thanks in advance.

  • ondraayyy

    The in-app work is not working in my IPA. I just get it in the APK. Could you give me some help to fix it? I'm using the cranberry IAP plugin and I created all the IAP items in the iTunes connect, including the consumables, but it doesn't work. Thanks in advance for any help.

  • I wonder about that too.

  • And about monetize a web game? Is possible?

  • The local storage will save the variable value, maintaining itself at the same value even if you close the game.

    After included the LocalStorage object:

    On start of layout..

    ---->Local Storage Check for item ("vidasKey")

    On Item found ("vidasKey")

    ----->Set value vidas to (LocalStorage.Itemvalue)

    On Item missing ("vidasKey")

    ------>Set LocalStorage Item ("vidasKey") to 0

    On end of layout

    ------>Set LocalStorage item ("vidasKey") to vidas

  • Everytime you start a new layout, the actions in the "on start of the layout" event will initiate too. You can use the instance variables and save these values in the local storage (https://www.scirra.com/tutorials/4877/t ... ying-value)

  • You must use the "browser" object to display a web page. It's very simple.

    on start of the layout : broswer > go to URL (URL address)

  • Do I import them or??? What do I do with them? l'm Lost Sorry, I'm new don't kill me! lol

    Unfortunately, no. Only the common image's extensions for web. Take look at the supported image files in the editor to figure out.

  • How can I do to turn the enemy angle to face the player (and to shoot him) in multiples of 90 or 180 degrees (front/back) and then returns to the original angle?

    Another doubt: Is possible to use tiles do define the enemy movement? (e.g. enemy> is overlapping tilemap & tilemap.tileAt =10 : set enemy>bullet>angle of motion to 90).

    https://www.dropbox.com/s/ux9igk13ezh3z ... .capx?dl=0

    Edited: I forgot to say that I'm using "Line of sight" to detect the enemy proximity.

  • I included an action after the increment of the level variable that solved this issue. However I'm not very confident that was the right solution. Is it right?

  • blackhornet

    After the changes (without taking into account the dictionary implementation) the next level of the menu remains blocked even the previous mission is completed. As noticed, it happens when the array is loaded (I disabled the array loading to test it). Any idea about where's the problem?

  • Thank you.

  • Thanks.

    I've a doubt about the optimisation. If I change as you said, it can possibly improve the game performance or at least doesn't compromise it? I ask because I didn't know that localstorage was an expensive operation and I've 12 more localstorage items (for each in-app product, for ads control, sound control, etc). So, I believe that I'll have a lot of work to make this changes but If will improve my game, I'll do it. I only need some orientation of how to include all this items in the same array (using its height?) and I'll appreciate an example (a capx is not necessary).