FredQ's Recent Forum Activity

  • You could change layouts by global variable... Then add a subevent for each particular level assuming the character position is going to be different everytime.

    Although I'm not sure why you can't just put the character on each layout in the position that you want him to be when the layout starts.

    Anyway I hope these screenshots will be useful...

    Progress level by variable

    <img src="http://dl.dropbox.com/u/44025915/LevelByVariable.png" border="0" />

    Level Specific Action - Sub-event where you would set position of character

    <img src="http://dl.dropbox.com/u/44025915/LevelSpecific.png" border="0" />

  • I'm not sure if I've understood you correctly but would this not work:

    On start of layout > Set 'character' position to X, Y

  • Thanks for your response. Just to confirm though, my game is set to Fullscreen scale mode.

    Am I right in thinking that it won't scale up, only down? So to be clearer, my game is currently set to 800,480 but my phone is 854,480 and it won't fill the screen even on fullscreen mode. So am I better to just make the game much bigger, for example, 1024x768 and letting C2/appMobi scale it down for all mobile devices?

    And thanks for the info on the sound, I'll leave that until future updates.

  • I'm having problems getting my app to scale to fit screen correctly. The following images are screenshots taken directly from my phone.

    My game is set to 800,480... According to pixeldensitycalculator.com my phone is 854x480. But I thought the whole point in the fullscreen mode is that it would fill the screen by scaling the game.

    Here are the screenshots:

    Exported with PhoneGap

    <img src="http://dl.dropbox.com/u/44025915/screenshot_2012-02-28_0051.png" border="0" />

    <img src="http://dl.dropbox.com/u/44025915/screenshot_2012-02-28_0054_1.png" border="0" />

    Exported with appMobi

    <img src="http://dl.dropbox.com/u/44025915/screenshot_2012-02-28_1741.png" border="0" />

    <img src="http://dl.dropbox.com/u/44025915/screenshot_2012-02-28_1742_1.png" border="0" />

    Also. see the quality between appMobi and PhoneGap. The quality is terrible with appMobi.

    *Edit*

    Finally, as far as the sound is concerned, I've got the 'set muted' configured and working fine for my sounds when the game is run on my computer, but the mobile exports seem to ignore this command. So the sounds work, I just can't shut them up!

  • So sorry to bump an old thread, but was this ever fixed? I can't find this feature. My apologises if I'm being stupid and it's staring me in the face.

    Also, possibly related? I'm having problem muting sound for my game. It's currently set that on collision from the ball with platforms, walls etc a sound plays. However, for every instance do I have to set the tag? For example, if the tag is set when the ball collides with the platform, will the tag carry over for when the same sound is triggered on collision with the wall?

    I have tagged the sounds that play on collision as "sound" and set up an event

    If Variable = 0, set "sound" muted.

    But it still plays.

    Anything obviously wrong here?

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  • You know what, I think I've got it :) Thanks!!!

    It was starting to get a little tedious as I got up to levels 16+. My event sheet was a mess!

  • I'll have a play around with it now. Would it be a similar a thing to restart the current layout then? Just without adding the 1 to the variable?

    On touch object 'Restart' --> * Go to layout - "Level" & LevelLayout

  • I've looked at this option but couldn't quite figure it out :(

    So if I wanted to use the same event sheet for all my level layouts, how would that look?

    So...

    Ball on collision with goal -> (how do I go to the next level, relative to the current one?)

  • I was thinking more like that's a way of assigning the one event sheet to multiple levels(layouts), that's my way of doing it, so it keeps the project nice and neat.

    As far as creating loads of levels and minimising the amount of layouts you have in a project, I don't think this is possible. Unless you get into putting different levels on one layout but on separate layers which I wouldn't recommend.

  • I've just made a suggestion in the Open Topic forum of an easy way for handling layout navigation and in there I posted a picture and brief description of how I currently handle the events.

    I don't know if it's going to be any help? But take a look just incase:

    http://www.scirra.com/forum/suggestion-layout-behaviour_topic49452.html

  • Ashley I know it's only a two man team and you guys work hard, so I'm not expecting miracles with this suggestion. I just thought I'd put the idea forward. Here goes...

    I have worked out how to use one event sheet for all my levels by having a global variable called 'LevelLayout' and every time the goal is reached I add 1 to the global variable and the same if I want to restart the current level. So currently my event sheet looks like this:

    <img src="http://dl.dropbox.com/u/44025915/LayoutHelp.png" border="0" />

    However, I was thinking, if C2 could internally assign numbers to each layout itself, in the order that they appear in the layout browser, then it would be much neater to simply have one action. For example:

    <img src="http://dl.dropbox.com/u/44025915/Layouts.png" border="0" />

    So...

    On object collision with Goal -> Proceed to next layout

    On pressing 'restart' -> Restart current layout

    Does this make sense?

  • Ah ye, that's one way round the problem. I'll give that a go, thanks.

    However, it would be reaaaaally useful to be able to "call 'layername' to current layout" wouldn't it!?! :D

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FredQ

Member since 3 Oct, 2011

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