WackyToaster's Forum Posts

  • Hey, you can use "compare two values" and the system expression "find"

    construct.net/en/make-games/manuals/construct-3/system-reference/system-expressions

    I´m assuming you have stored all days inside an array, so you loop through all the values of the array and if a match is found, do something with it, probably push it into a second "Search result array"

  • Web storage is just renamed to local storage. (Correction: Webstorage is deprecated) So whenever he uses web storage you use local storage.

  • I was talking about this line here. If you remove it the chain will check collision with itself, if you keep it the chain will still behave like a chain but not collide with itself. I mainly added it as it prevents the chain from getting "tangled"

  • Hmm so I checked it out. It seems that the action does not take picking into account and that actually appears to be by design. The action is also meant to only be called once (or whenever needed) and not continiously.

    However, you can do this. I don´t know if this is the most optimal way of doing it, but it appears to work.

  • Since you want an actual chain with swinging/physics, you could obviously use the physics behavior. Check this out. You can drag&drop the orange squares.

    Note: Disabling the physics between the individual chain links is optional.

    wackytoaster.at/parachute/physicsChain.c3p

  • Hard to say just from the screenshot. If you debug it and actually confirm that both the turret and player have the same ID it should work. If you make a small example project I could take a look at it.

  • Never had that happen. If you can reproduce it you should file a bugreport. What version are you using? How are you saving the project (cloud, browser,...)? Is it always the most recently created events that go missing or are older events also disappearing?

  • That might be something you want to post there: github.com/Scirra/Construct-3-bugs/issues

    Especially if you can reproduce it. Generally, a c3p file is just a zip so you can extract it and edit the files with a texteditor, find the duplicate animation name and change it. It might not be that simple though, so beware and backup your project.

    In terms of backup, did you setup construct to do automatic backups? If not, I can just recommend that (aswell as doing backups on your own)

  • Well pyxel probably uses it´s own file extension like photoshop (PSD) that generally is not readable by most other programs. Construct can use png, jpg, gif and a couple of others so yes, you do have to export it to one of these. Obviously you want to keep the original file to do edits lateron. I personally always go with png.

  • How exact do you intend it to be? Getting the exact overlapping area would be pretty tough. The most simple solution would be to just let it splash from the enemy that was hit with enemy.X enemy.Y.

    A different solution I sometimes use is to add an image point to the slash and one in the center of the enemy. Then get the average of their positions. (enemy.ImagePointX + slash.ImagePointX)*0.5. So if you hit it closer to the head the blood will also splash from closer to the head. Might not always be perfect but I think it generally works fine in most cases.

  • Your best bet is to get a server. Use AJAX to communicate all the info you need to a file on the server (probably php) where you can send yourself that mail. w3schools.com/php/func_mail_mail.asp

    But please be very very careful with this, get yourself someone who really knows what he is doing, otherwise you´ll open yourself up to all kinds of cheating/frauds/hacks/injection attacks. Not to mention GDPR and data security laws.

  • You simply forgot to set the text. ¯\_(ツ)_/¯

  • First thing you want is to find out how much is the maximum that can be bought. So you do floor(coins/price). Then you add this amount to the player/subtract it from shop inventory if needed. And obviously also subtract amount bought * price from the players money.

  • Like this. Note that the object has to have a starting opacity of 50.

    You can also use the fade behavior, but then you´ll need an event "on fade-out finished > Start fade" and untick Destroy in the bahvior properties.

    EDIT: Ninjaed

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  • That´s a question I´ve been pondering over for a while now. I´m also not really a mobile gamer, I mean I´ve played some for some time but that´s about it. The reality is, a mobile game usually has very short development times.

    This has some interesting benefits. Imagine you have 1 year spare time, no day to day job, you are a solo-dev:

    In 1 year, how many mobile games do you think you can make? Probably 6, possibly more. But let´s assume you make 6.

    In 1 year, what kind of game can you make for PC? Is a year even enough time? Of course this also varies on the type of game etc. but lets assume your scope isn´t super-huge and you make 1 game. (As a reference: Dust - An Elysian Tail was planned to take 3 months but ended up taking over 3 years, made by a one-man-army)

    So, same timeframe, but on mobile you pushed out 6 games while on PC you made one. And lets be real, there is NO guarantee that any of the games you made will be popular. BUT on PC you only have one shot, if this one game flops... well that´s it. On mobile, if 5 of the games flop you still got the 6th. In other words, your chances on mobile are better than on PC to make something that a lot of people will play.

    And about money... the thing is it is kinda required to have. Most people (like me) have to go to work for it. This means less time to work on games, working on games... after work. I don´t doubt there are people who can do this with long-term-projects but unless you are leaking dedication out of every orifice it is unlikely. I´m not the type of person that can do this. A mobile game on the other hand... it seems so much more doable in it´s scope. And if it´s a Hit, it will open up the opportunity to really follow the passion.

    So if you make your one big PC game and it flops... what are you gonna do? Maybe you satisfied your passion with it, that´s fine, but you still need money to pay your bills afterall. That´s why I´d say... chase the money, then use the money to chase your passion.

    An interesting quote from Walt Disney in that regards