Ocsid's Recent Forum Activity

  • Cool, and great question. Makes me think about how I can make it more clear.

    The amount of steps the circles move is shown with that number.

    So for example some levels move 7 right and 3 left which makes a huge difference in clear score depending on order and rotation direction.

    A few levels have even number on both buttons, in those cases the player has to use a bomb to get rid of those marbles since they cannot be passed to the other side.

  • play.google.com/store/apps/details

    Current Sale and Contest!

    (translation of text in attached image:)

    * Create a level

    * Post the level code as feedback on google play or as a response to this post. (before May 31)

    The winning entry will be implemented in a future update of the game.

    enjoy!

  • Thanx for your answer WackyToaster.

    Bad news is that it was saved to the computers desktop, (and windows built in file version backup had no backups).

    (google drive has a built in file version history which is awesome)

    The only thing I can think of is that the preview has to store data temporarily to be able to run the game, and I know he had tested the game. I've copied about 25k files from appdata/google/chrome etc. to be able to filter out any grafic.

    So the question remains, where is the temporary preview data stored?

  • Hi.

    My son has just started using Construct 3, no automatic backups have been made and this is what happened.

    He had two construct instances opened, one superold version with only a few objects, and one with everything he had painted.

    When he closed everything down he saved the superold last, so now everything is gone.

    I have been searching like a mad man through chrome cache and tried to find out how and foremost WHERE the preview worker saves its data.

    If I could only retrieve parts of it it would be great, my son is autistic and this really pains him.

    I am familiar with file-recovery software, but I would have to know where to look.

    Any and all help appreciated.

    /thnx

  • dop2000

    Thanks for enlightening me, Ashley's comment on "some" order leaves me with more questions.

    Your workaround fixed the recreated problem in my demo of the issue, but in the far more complicated "real deal" however, its still a mystery, the drag-drop behaviour is applied on a family, and imported to a project already having touch object.

    I've tried moving all "suspects" around in different folder depths with no luck.

    A "trigger-event" priority option would be very handy in situations like these.

    But I guess I'll just have to rebuild my own drag-drop that. Any good examples to help me on the way? Guessing "Group active" ..something something.. =)

  • I want to center a sprite in touch area before the dragdrop behaviour kicks in.

    I know it can be done because I have it in another project, I just cant replicate it.

    Not even copy-paste preserves the triggered events order.

    Moving the events in different order does not change anything.

  • I have a map (parent) with dots (childs x,y,width,height) spawned at runtime.

    On touch dots I use tween to scale map and the dots keep their relative position on the map, Great!

    However, I would like the dots to keep their scale (not zoom with the map).

    With Width and Height un-ticked they loose their relative position but stay at scale 1.

    Since unlimited Dots are spawned at runtime I cannot use imagepoints.

    For performance and simplicity I'd rather not explore solutions with ghost-dots pinned to invisible "real" dots.

    Am I missing a setting or just using it wrong?

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  • Working again, thanx. :-)

  • The build server has now been rebooted and should be working again.

    And yes, please post build issues to the Github too, following the guidelines as best you can.

    Time for another reboot perhaps. (?) Laura_D ;-)

  • https://play.google.com/store/apps/details?id=se.vennerleuf.parkour

    Feel free to try my open beta.

    Five courses and one tutorial.

    Log in with google play games to compete against other people's high scores.

    (unfortunately many give up before they get a grip on the controls, if you do not get power jumps or plan your "runs" it will be a bit slow)

    Please post feedback to me on play.

    https://play.google.com/store/apps/details?id=se.vennerleuf.parkour

  • Ty! Was worried for a while something was wrong with my mediafire link. =)

    Currently I'm torn between two approaches to proceed:

    1. Create a new layout for each level.

    2. Use the same layout for all levels with some way to store the level data

    If I go with approach nr.1, it would be a good thing to have all objects added without actually copying them "80 somewhat" times, I understand "global values" isnt the way to go if they are to reset, any ideas?

    This idea should be less heavy on the game, just a little trickier to edit levels and such, unless I also make a ingame level editor.

    Idea nr.2 should be way better since the same gfx will be used in all levels (will add additional animations for each tileset), I'm not sure how to do that atm.

    This idea makes it easier to just cram all the levels in there, layout by layout. But post edits and extra features risk getting messed up.

    Sort of thinking out loud here. =)

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Ocsid's avatar

Ocsid

Member since 5 Feb, 2011

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