RobertMKD's Forum Posts

  • I want to use date and time in my project, but if I base it on the device time, the user can easily manipulate with it to gain extra stuff on the game or even bug it.

    So, I want to make a server time, one same for all users which cannot be manipulated.

    My question is, how do I do this and do I need to buy a host or something?

  • I will, after the next build. But if that's the case, how do I measure the time it needs to load?

    Btw, my data is loaded at the first layout which is a preloader one, and takes some time to load until it finishes loading and turns the next layout on.

    So, is the loading of data from LocalStorage included in this loading of the preloader layout?

  • Can somebody explain what do I have to do to simplify the rendering, sorry if I'm being such a noob :/

  • I have already done that, and the data is successfully loaded when previewing on browser (so it did before I even started using the Dictionary) , but it does not load on phone.

    I found out that the size of the data of the application is increased when I play the game for a while (when I actually save some data on the device), so it looks like there is a problem with the loading on the data when starting the game.

  • Okay, I will use a dictionary as you said, but will that solve the problem?

    I'm loading this data at the start and use it during the game..

  • Yes, LocalStorage saves data properly while in debug mode in browser, while here are part of the events for the updating of data when the game starts:

    All other items are loaded in the same way..

  • Sure, you can download it from here https://www.dropbox.com/s/3iicak6lvxz4w1m/kuatia_for_testing.capx?dl=0

    By the way, it's a nice design you've got there

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  • Okay, so I have found several mistakes.

    First, you were checking for the LocalStorage data at the start of the "Game Over" layout. The data from LocalStorage is best to be updated at the start of the game (the first layout):

    Second, here you were setting the "high_score" item to a string "TotalDistance", I've done this:

    Third, you are reseting ALL global variables, including the high score, at the start of the "Game" layout. That way, you are actually erasing the highscore data which you need to display later.

    Instead of reseting all global variables, simply return back to 0 those that must be reseted, as an example I have set CurrentDistance to 0, but I guess there's more that need to be reseted:

    So, here's what I've got now:

    30 is the highscore, while 24 is my new score..

    Hope this helped

    edit: in the first image, the 'on item missing' event is not really necessary, so delete it..

  • For the windows in my project I am using a system that requires one global variable - window_Level, and an instance variable window_Level for every object (buttons, images etc.) that I am displaying in windows (add them in a family and make one instance variable for all).

    So, every time you open a window, raise the global window_Level by 1 and set the instance variable window_Level to the new level for all objects of that window.

    Once you click a button, check if the button instance variable is equal to the global.

    Also, don't forget to reduce the value when closing a window.

  • Hmm, so the problem is: You want to change the highscore if it is higher than the previous value.

    Well, that's quite simple.

    I don't know how does your game work, but let's say at the end of the run you calculate the Highscore. Simply add a condition to check if the current score is higher than the last one.

    I can see you already have this event but it needs to be at the end of the run when you calculate the highscore. In the same event, save the Highscore value in LocalStorage.

  • Oh sorry, I forgot to mention that.

    I have built it using Intel XDK and tested it on Android..

  • I have installed my app on my phone and sending a mail does not seem to work..

    What am I doing wrong?

  • I have installed my game on my phone in order to test it out, but I have noticed that my progress does not save.

    I am sure I have set my events properly.

    Like:

    Check item exists> On item exists>Get item>On item get.............

    What may the problem be?

  • Hi, I am trying to build my app with Intel XDK, however in order to build I need a certificate. I have tried to create my certificate but I get the following error:

    "An error occurred creating your certificate."

    I have no idea what's wrong and to be honest, I am a noob at this building procedure, so can anyone more experienced explain it a bit?

  • Okay, then this explains why does my other layout (with even less CPU) also has poor performance.

    So, I should reduce the size of images? I have already rescaled them to a minimum. Or I should reduce the number of objects maybe?