BouncyTrip's Recent Forum Activity

  • Just use the Count expression.

    When Enemy.count is 0, level is accomplished

    For any other useful expressions, read this, I hope it will help :

  • You can also use the "Function" object to save all those variables in webstorage.

    give it a look:

    https://www.scirra.com/manual/149/function

    You just need to do the following:

    [Function | "savemygame"] : (save all the variables in webstorage)

    Then you can use that function as an action like this:

    [On tap on SaveButton] : (call "savemygame")

    The action (call "savemygame) will repeat all the actions defined in the [Function | "savemygame"]

  • It works perfectly, but pay attention to performance, because I saw that loading my game made everything slower and I had to revert to webstorage...

    ***UPDATE*** I've just read that some "save" bugs were fixed on R197.

    I reverted to webstorage when the last release was still R196, so I'll give a second chance to the save action , maybe those bugs were the performance killers.

  • You could create a "Loader layout" that will be the first layout of your project that will do the following:

    [On start of layout] Load game

    [On load failed] Go to 'TitleLayout' (if you play for the first time)

    Also, if you save in GameLayout loading the game will bring you to that layout, but I am sure you want to make it start from the Title screen so add this condition to every eventsheet:

    [On load complete] go to 'TitleLayout'

    In this way you can save anywhere at anytime, just remember not to set that condition to the TitleLayout event sheet

  • Ashley Thank you so much for your effort in producing such new releases!

    Construct2 is already powerful, and every release adds a pinch of awesomeness.

  • How is that possible? Enemyname.count is a specific system expression that gives you the value of the actual number of "enemy" sprites on your layout... Can you submit a .capx?

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  • Oh right. Excellent reply volkiller730

  • Post your feedbacks about the new 198 release.

    I found that my mobile game is way smoother even on crappy devices!

  • You could create an event that subtracts 1 from your variable every time an enemy gets destroyed.

    Something like this: [[Enemy] On Destroyed] : |Subtract 1 from Global variable|

  • I've tried many solutions but it still gives the strange delayed movement.

  • It was meant to just try if the easiest condition worked

  • At this point the only possible problem is the code.

    Try to do a simple "on start of layout show interstitial"

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BouncyTrip

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