Kyatric's Recent Forum Activity

  • Yes, you can place comments in the Event Sheet and even now place comments within the events themselves, as part of the actions.

    As you can read in How events work, event sheets are read from top to bottom, so no difference to what you are used to here.

    At last, to start in a project, check the event sheet attached to the first layout of the project.

    That first layout is set in the project's properties and by default is the first layout in the project bar, in the folder "Layouts".

    Open this event sheet and read from top to bottom.

    You can encounter included event sheets, acting like in object oriented programming.

  • BTW any idea about my first query?

    My answer should apply as well. I'll ask DiegoM to confirm.

    Edit: Next stable release should have all fixes in the Mobile Advert plugin, and all should be fine as long as you update using the version in that release.

  • Is your game exported with the updated release of Mobile Advert in R257 and later ?

    Have you followed the changes to the plugin from R254 and updated accordingly ?

    If not, then you should and this message would be of no worry.

  • Indeed, you will need a distant server to host your database and will use the AJAX plugin from Construct to communicate with that server and retrieve the values you are looking for from the client's side.

    You can check some tutorial like this one :

    construct.net/en/tutorials/creating-own-leaderboard-1032

    or

    construct.net/en/tutorials/online-high-score-table-ajax-202

    in order to see how AJAX works with communicating with a distant server, and what kind of script you can have on your server.

    The tutorials use Construct 2, but the theory is the same with Construct 3, and you can even make use of the JSON plugin and data structure for your exchanges with Construct 3.

  • The way the multiplayer plugin works is explained through 4 tutorials that can be found in the manual article.

    You could have a single sprite object, but displaying a different animation (if the controls are pretty much the same), and using "Send message" action in order to let the host know what animation/object type is to be assigned to what peer (using the PeerID expression in order to identify the peer).

    This likely will mean keeping some array from your host's side, in order to know what PeerID is associated with what animation

    The same think applies if you want to spawn/associate a specific object type instead of instances (the tutorials display how to use instances but the logic is the same for you if you want to rely on different object types).

  • Mke sure to properly follow up the instructions for Building Android apps (APKs) in Construct 3, to first make a debug APK/unsigned release APK. Make sure to properly set your application properties in your PlayStore game's page, according with the type of release you are making.

    And then make sure to properly follow the instructions in order to be Building a signed APK for Android in Construct 3.

    Make sure you are signing each export using the proper keystore you generated the first time (and only THIS keystore, as indicated).

  • If you run in to a bug or issue in Construct 3, please post it to the GitHub issue tracker here:

    github.com/Scirra/Construct-3-bugs

    You must follow the bug report guidelines or your issue will be closed without investigation.

  • This is possibly a bug with the JSON object.

    If you run in to a bug or issue in Construct 3, please post it to the GitHub issue tracker here:

    github.com/Scirra/Construct-3-bugs

    You must follow the bug report guidelines or your issue will be closed without investigation.

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  • The SDK for this seems to be based on C and LUA, and relies on proprietary tools/not meant to allow you to use external tools like Construct.

    They will likely answer that to get your game on their console, you will have to redo it from scratch with their set of tools when available.

    https://play.date/dev/

    I personally find the price to be pretty expensive for a "gadget" portable console.

    This reminds me of other previous indy consoles projects that never took-off.

  • If you run in to a bug or issue in Construct 3, please post it to the GitHub issue tracker here:

    github.com/Scirra/Construct-3-bugs

    You must follow the bug report guidelines or your issue will be closed without investigation

  • As indicated in my previous message, and as events work :

    Have an event with the common feature condition that checks the value of an instance variable :

    Enemy_Sprite -> Compare instance variable -> Variable 'VariableName' is equal to "Canon_IV"

    This event will have selected any instance of "Enemy_Sprite" that has its instance variable value set to "Canon_IV".

    Next have an event with the system special condition "Else" and this event will only execute if the previous event has not executed, that is to say that no instances were picked, since no instance apparently had its instance variable value set to "Canon_IV".

  • Your description is pretty confusing.

    Do you mean the value of an instance variable for the object type can be "Canon_IV", "HP_IV", "Samsung_IV"... ?

    If so, simply check for the value of this instance variable, it will select only the instances that have this value in their instance variable.

    Add another event with an "Else" special condition, that will only execute if the prior event wasn't executed.

    Consider posting your project if you are further struggling.

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Kyatric

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