rekjl's Forum Posts

  • That looks like fantastic piece of software. If you look into the support section, it does say that it is supported by C2 so that is definitely good news.

    Haha to be honest, I had no idea C2 was able to support normal maps. Needless to say, I immediately open C2 to have a look, and I think it is in the effect section, at the bottom, there is the normal mapping option. It works, but wondering what the performance dropoff will be like vs the number of normal mapping objects we use.

  • , volkiller730, hahaha that should be Ashley's new response whenever someone files a new bug report!!!

  • It's not that hard, you just need to remember that, for every ability or way you want your zombie to react, you need to break it down and set them up 1 by 1.

    So for your example, if you want the zombie to only break the walls for he is chasing the player, use a variable to determine which mode the zombie is in, than set the events in them.

    If zombie is chasing player, set variable1 to 1. Than, while variable1 is 1, and zombie on collision with player made wall, wall destroy. You can set it to play any animations at that period too if you want.

    Remember that every action you want your zombie to perform, you need to individually define them.

  • Followed

    I should probably change that to something else.

    please don't change! Hahaha the derpmeister!

  • Haha I actually bought it during its early adopters phase sometime last year, it was call FPS creator ....something. Back than, the only problem was performance, and many of the functions weren't available yet....like the UNDO button!! Which drives you crazy when you are sculpting terrain.

    But this is a FPS game, so you can't make another genre from it. But graphics wise, it is absolutely beautiful. It's not at Crysis level graphics, more like L4D2 on high settings, something like that. Put all the setting high and with bloom effect (diffuse glow) sometimes I just play it and stand at the beach I created to enjoy the view! Haha.

    I guess when I have the time, I'll download and install the latest version and give it a spin.

  • LittleStain, haha that is so devious, it is almost evil!

    Magistross, thank you! That worked perfectly!

  • Hi guys,

    How do I add two single digit numbers from an array into a single double digit or more number? For example, array 0 = 5, array 1 = 2, and I want to get the value 52.

    I thought the code below would work, but it didn't.

    (array.at(0)) & (array.at(1))

    I would think it is something close to this, and I am missing something in the syntax.

  • Colludium, thank you so much, that was indeed the issue.

  • Hi guys,

    I will need to save data into an array as a json file because there will be possibly over a thousand data to be stored, so saving as individual variables might not be the way to go. However, I am having problem in that when I save the array and load it, it works fine as I move between layouts, or restart the game using a restart button inside the game. However, when I exit the game and than run it again, the data is not available anymore. I made a capx below.

    https://www.dropbox.com/s/isz945p3q1oia56/ArrayJsonTest.capx?dl=0

    Please run the "main" layout. Press on the play button and it will bring you to another layout. Press any of the blue boxes to increase the value. The values for button 1 and 2 are being saved to an array and stored to webstorage as a json file. The third one is saved using normal webstorage. Switching between layouts or restarting by pressing the green button in the main layout shows everything works fine. But when you exit and restart, only the third one saved with normal webstorage is displayed correctly.

    I am sure I must be doing something wrong, could anyone please help point out what I am doing wrong?

    Also out of curiosity, does the amount of data stored and being saved and retrieved affect the performance of the game? For example, 10 000 individual webstorage key for a mobile game, will there be a noticeable effect on performance?

    Thanks everyone!

  • DetteMan, thanks for that info! That is some peace of mind for me to continue my game.

  • Hey guys, was wondering how updating a newer version of our game works? For me, I am planning to make my game with 50% of the levels done, than update it later with the rest of the levels. Is there any issues with crosswalk in terms of updating? I am worried that webstorage might be affected and reset everything. Anyone here with experience with this?

  • , haha it's been so long that I almost forgot how to set it up. But will definitely give it a try soon. Would be fantastic if it indeed solves the problem.

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  • Haha thanks so much ramones! It indeed was something so simple. Also, thank you so much for the showing me how to save as a Json string. I'm just starting to learn about it and I thought the only way to save it was to use the download action, but that was not appropriate for mobile games. Again, thanks! I can continue on with my game now.

  • Hi guys, in my capx, you can see that the array is not properly saved as it won't show the new value once you restart the layout. Press the Up sprite to change value, and press the restart sprite to restart the layout.

    If you play it in the debugger, you can see that once it restarts layout, the values all return to 0. I guess it must be that I am not properly saving my array cause the loading seems to work. But I am using the same style of code from an earlier game of mine that worked. I am sure I must be missing something simple.....I hope.

  • I have been using webstorage all this while, the problem is I have over 100 values in the array, and I am not sure if there is a way to enter all the values into the webstorage more effectively than using (Array.At(0)&","& Array.At(1)&","&Array.At(2)&","& Array.At(3)....etc etc) Someone mention that Json could do this, which was why I am looking into it. Haha might need to turn back again.