Odineye's Recent Forum Activity

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  • odineye.itch.io/fieldsweeper

    Okay so I have a minesweeper clone here. When I export the debug apk and run it on my android devices the stats work fine. When anyone, including me, check the stat page on the itch.io page they all come up 'Nan'. Their default is 0, so I assume it has something to do with how the are called up in the loading screen. Is there a different storage method for HTML?

  • I am trying to make a 3D slope. The Ramp setting is in the wrong orientation for my uses. I need the slope to go from 0,32 to 32,0. The Z value is simply aesthetic. There are ramps and Pyramids, so I imagine a slope is doable. Can I rotate the ramp 90 degrees somehow?

    Tagged:

  • No Sorry I was using a custom Canvas because I didn't know that wheel existed. I'm not familiar with that plugin

  • Odineye Have you tried it yourself? Canvas.AsJSON doesn't contain image data.

    It works for me when I used it.

  • It was a small error on my part. You got what I meant tho. You can add put more events with +-2, 3, or more

  • You said so much, but so little. Let's start with, where did they upload it?

  • Add new Object LocalStorage

    On Touch End ||

    LocalStorage Set Item Key "Canvas" Value Canvas1.AsJson

    _________________________________

    On Canvas Set ||

    LocalStorage Get Item Canvas

    Canvas2 Set from JSON LocalStorage.ItemValue

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  • In the SubEvent to the Touch Conferir event needs to be set to an OR block. Richt-click it and set it to Make OR Block

  • PlayerObj exsists || FogTileMap

    Set Tile (Player.X/TileSize)+1,(Player.Y/TileSize), [emptyTile]

    Set Tile (Player.X/TileSize)+1,(Player.Y/TileSize), [emptyTile]+1

    Set Tile (Player.X/TileSize),(Player.Y/TileSize), [emptyTile]+1

    Set Tile (Player.X/TileSize)-1,(Player.Y/TileSize), [emptyTile]+1

    Set Tile (Player.X/TileSize)-1,(Player.Y/TileSize), [emptyTile]

    Set Tile (Player.X/TileSize)-1,(Player.Y/TileSize), [emptyTile]-1

    Set Tile (Player.X/TileSize),(Player.Y/TileSize), [emptyTile]-1

    Set Tile (Player.X/TileSize)+1,(Player.Y/TileSize), [emptyTile]-1

    So this checks to see if the Player Object exists. If it does then it gets the Player Position. There is an X, then Y. X is always first. If we divide the Player's X Position by the width of the tile, then we have what tile they are on. Y is for height.

    After we have those numbers we know what tile the Player is on. If we add 1 or minus 1 then we can get the tiles around the player. We can add more or minus more to affect tiles farther away. We can add nothing to them to get the tile the Player is standing on.

    Let me know if that helped

  • I after even more study, Im trying some things. I'm going to leave this up so people can see what solutions I'm trying.

    I have two things Im trying to do to fix my problem. First I got a string called 'LvLName' and had it update to whatever the TextInput had in it on 'SaveButton' pressed. Then I added a OnItem LvLName Set condition for Go To Layout LevelSelect.

    I think the first problem was caused by the KEY slot being unnamed. It should make a new slot available if string from new, or it will just update the save of that name.

    The second problem was likely that I was moving on before it was done.

  • Hi, I'm Bill.

    I made a level editor following https://www.construct.net/en/tutorials/level-editor-construct-2280. So far it is functioning correctly. When I save the map it loads up just fine. When I go back into the editor I can edit the level and the changes are saved. I can not seem to figure out how to save a new level.

    Here are some of the things I have tried: I set a 'KeyRing' variable to get the KeyCount from the LocalStorage . When save is pressed it should add one to the 'KeyRing' and do LocalStorage.KeyAt(KeyRing). This did not add anything to the LocalStorage.

    Similarly I had it save as Key: "Level"&KeyRing. This seemed to work initially but could only save one level before it stopped functioning. This was not an improvement from my current situation.

    If you have any advice on how to save multiple unique levels into local storage, or a different save method, I would be very thankful to hear it.

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Odineye

Member since 21 Jul, 2022

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