TheDom's Forum Posts

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  • Can you PM me the capx? I'll take a look.

  • I think I understand where your going with this. spite.X, sprite.Y is the position. Pick nearest works but, only for the nearest. If the information is stored in instance variables of the spite, it's easy to retrieve and send to a text box, for example, "Textbox set text to sprite.info". Create a family called FamilyEnemy and put all your enemy bases in it. Then use pick nearest.

    I have a radar that works tracking moving objects and displays in a radar screen. It's not exactly what your looking for but the principle is the same for obtaining X and Y positions.

    The info displays with a visual radar at the bottom of the screen, displaying objects off screen.

    If you want to display info for multiple base locations and multiple info for each, it depends on how much info you want to display and how you want to display it. You'll have to calculate the distance for each and use that info to sort the enemy bases by distance. It would be best to load into an array and sort within an array.

    Hope this helps get you started...

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  • If you want to PM me a capx, I'll take a look at it.

  • Just create another layer and place the items on the top layer. That's the purpose of layers. Using layers to separate object types is good practice. Your question is academic. However without seeing the specifics, try putting them all in family and set family to move to top of layer on start of layout.

  • Game never finishes loading.

  • I get a JavaScript error. The game doesn't run. Hard to see the issue.

  • You could try http://www.sellmyappz.com

  • As you select each layout, look at the properties dialog and the Event Sheet setting. You have layouts 1 & 3 using Event sheet 1. Set layout 3 to Event sheet 3.

  • For starters, your layout 3 is linked to he wrong event sheet. Connect to event sheet 3. And on event sheet 3, I'd use restart layout instead of using go to layout that's the same layout. And reset the values of global variables on start of layout with manual entries .

  • In the properties dialog when you have your project selected. It's the 2nd field labeled "Version. Just increase it.

  • Have you tried using "mute" or "stop" in the audio object?

  • Sound responds differently depending on whether the sound is in the sound folder or the music folder. And iPhone handles music and sound files a little differently so, sometimes other options will work better like "mute" or "stop" but even that will depend on what folder the music or sound file is. I strongly suggest you read the audio section of the manual again at this point so it's fresh in your mind as you approach problem solving. In my experience you need to test on a variety of Android phones and you can expect some differences in how the sound responds depending on the OS version and the bowser (if it's a mobile web game). I cant speak for XDK but, Whether I use the audio object for mobile web or cocoonJS, I expect varied results with Android. I can almost always get the desired result for most devices. And of coarse, the newer the device, the less issues. Generally, I make sure everything works iPhone first and then approach the Android issues.

    Read the manual.

    Evaluate the if the correct use of sound and music folders being used.

    Explore different options in audio object for stopping sounds or music.

  • Could be a zombie apocalypse with future weapons.....2030?.....I call dibs!

  • The Audio object is petty common and your going to be using it a lot. Let me encourage you read the audio section of the manual. It covers everything. Background music should be placed in the music folder for a number of reasons you find in the manual. Set the music to looping. It will continue play when you change layouts.

    Good Luck