yodason45's Recent Forum Activity

  • Save the data, using localstorage.

    Create a local key, and upon start of the game, load that key into the global variable for coins and such.

  • Store the system time before closing the game, check the time again when you re-start it. Then compare the two.

    Could you explain how to store system time please?

    Also, what do I compare it with? The current system time? Wouldn't that be specific? Because this event needs to happen every 1 hour.

    Can someone please show me how?

  • Object time scale set at 0 basically pauses that object.

    1 sets it back to resume.

    It has nothing to do with performance. It just pauses and un-pauses stuff.

    If you are looking for performance maybe reduce the count of objects on-screen. Too many objects = laggy performance.

  • The problem here is the jump? Or the fall?

    A little more info could help.

    Maybe a screenshot of your event list, for the jump/fall?

  • I'm looking to add a rewards system to my game, where after an hour or so, the player will get a random reward.

    So if the player starts the game, plays for 5 mins and closes it, then comes back after an hour, it would register as an hour and 5 mins....not just 5 mins.

    I am currently having trouble with setting up a timer to do this, as the timer doesn't tick once the app is closed.

    Any suggestions?

    Please help. Thanks.

  • blackhornettechnologies.com/Construct2Stuff/PatrolExample.capx

    (You need LiteTween).

    Thank you. This helped alot.

    Although while trying to reconstruct it, I ran into some problems.

    First off, upon creation 'Sprite' starts moving on it own, without the waypoints. After the waypoint creation it moves along well though.

    This is a bit problematic because sometimes the 'Sprite' moves all the way off screen.

    Secondly, I did not understand the first two lines of events and thus while recreating it, I made them up myself.

    I'm thinking that is the reason I'm having the first problem.

    Could you explain the first two lines of events for me?

    I understood the 'at start of layout: destroy instances' event, but I did not understand the sub event.

    Could you please explain it to me?

    Thank you.

  • You need to make sure each spawned Point knows who it's parent is. Add an instance variable for the ParentUID, and set it to the parent's UID. Then just do a "Pick by comparison" of the Points with the appropriate Parent ID and perform your patrol code.

    I tried your method, and it worked for one of the instances(it followed the waypoint created by it), but the other instance that was created later just froze. I debugged the game later and found out that the latter instance didn't spawn a waypoint with its parent ID, so it just stood there. <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    I don't whink you need some kind of special behavior to do it... I did something similar in our very first game: http://lucho.octetostudios.com/

    Maybe you will not understand the instructions because it's in spanish, but the idea of police patrolling is what I think you are looking for.

    Basically what we did was that every police has an instance variable called "name" (police01, police02, etc). The patrol between points (A and B) have an instance variable called "forPoliceName" (police01, police02, etc). So, this way the patrolling points belongs only to one police instance. Then you patrolling method has to evaluate if the patrolling point belongs to the police you are moving or not and then move to it or another if the condition matches or not.

    In that game, we have several police instances and every police has several patrolling points and it works perfect. Even the patrolling path changes to you if you get caught entering to a house. The police starts following you for a limited period of time and then it gets back to its original patrolling path. Take a look at it a tell me if it helps <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    This is sort of what I am looking for.

    Could you perhaps explain further in detail?

    Thank you.

  • I need my instances to patrol two points that are spawned by them when a timer goes off.

    Eg: Instance created, Instance is static, Timer goes off, Instance spawns two points(A and B)close to it, and then it begins moving between the two.

    My problem occurs when another Instance is created, it spawns two points of it's own but just follows the old points created by Instance 1, thus colliding with Instance 1, and basically just patrolling Instance 1's route.

    I've also tried a method I saw in the forums, where using a bullet behavior the Instances move randomly through a number of points.

    I'm not looking for that type of behavior, as the instances overlap each other frequently, and the points are not really random.

    Can I get some help?

    Thanks.

  • blackhornet, OMG, that actually worked.

    Thank you so much.

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  • LittleStain, I did not understand any of that, and even though I tried your method out, it did not work.

    Can someone please help?

    I really need this.

  • Minor That also sadly did not help.

    On the very first layout it loads the total, no problem with that. But when I switch to the next layout with the count increasing(displaying points received per second), it always starts back from 0.

    I need it to take into account the number saved in the previous layout, which it is not doing.

    On a side note, I know I really need to download the newest latest release, but my net speed is really bad. I will download it soon though.

    Till then can anyone help me with this?

    Please?

  • Jayjay That sadly did not help.

    It still doesn't add up. On the next layout, it still starts back up from 0, when it should take the Total from the previous layout.

    Can you tell me in full. Maybe some of my steps are wrong.

    Thanks.

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yodason45

Member since 25 Mar, 2011

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