GenkiGenga's Recent Forum Activity

  • Grats on finishing Colludium, it looks great. Best of luck with sales mate.

  • You could assign a username without the player knowing and store it in local storage but if you did it that way you end up losing the best feature of having the database in the first place (being able to use the same account on multiple devices).

  • You can, lots of ways you could do it too. You could go with a simple approach and use connecting objects and check for overlaps when allocating skill points (is the previous skill icon set to a certain frame number or animation?) or use global or object-based variables or arrays/dictionaries to store numbers associated with a particular skill.

    Play around with it and post up your progress if you get stuck and I will help you.

    lol Jayjay, that was hilarious.

  • There is advantages and disadvantages. I think the answer is whatever you are comfortable with but I favour using a few long event sheets over lots of mini ones.

    Advantage : When using the search box you only have to search one sheet instead of many (when you are looking for a problem this comes in really handy).

    Disadvantage : Since you can't actually focus the editor on a particular event (unless you only use bookmarks for this purpose) you will find yourself having to do quite a lot of scrolling which gets more tedious the longer the event sheet is. This is because the search won't display subevents that don't include the search word.

  • Sorry for the late reply, if your animation is stuck on the first frame it will be because your calling it to play that animation (from the first frame) continuously. There is also an option to play it from the current frame.

    If you put up a minimal cap.x I will fix it for you.

  • C2 as it stands is amazing. If you apply yourself you can definitely make back your initial investment.

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  • Hey Pixel, check out Arcaded's tutorial on setting up an online highscore table. It will be a good place to start.

  • Hey Fraktal,

    What I would do is give the player character a 'State' (instance text variable). When you roll you set the state to 'Rolling'.

    Now for your general controls you can invert the condition: State=Rolling. This means that none of those controls will work until the state is changed to something else.

    This way you can add special controls that will only work in that state, like what you need - the ability to roll again.

  • Hey Ne7her,

    Set your 'sampling' in the properties panel on the left hand side of the screen to 'Point' and your good to go. You can also set it to launch full screen and resize your window to get an idea how it looks at different resolutions.

  • Hey Rock.

    In the properties menu on the left hand side of the screen, click the view button in 'Project properties'. From there scroll down a little and set the 'Sampling' to 'point'.

  • Don't give up Steve, with all honesty I can say that you have already found the product you are looking for.

    I know it might seem like you are progressing slowly at the moment but keep in mind that all the time you spend trying to solve issues ends up helping in the long run - one way or another.

    You try and fail = You learn how NOT to do it (which ends up helping you get a clearer understanding of how events work together and saves you time in the future for similar issues).

    You spend ages debugging something = You gain experience in identifying the problem areas quickly which helps immensely when you attempt something difficult or for the first time.

    You try and succeed = Makes you feel like a genius .

    I wouldn't worry about asking too many questions in the 'How do I' section. If you're asking it, you can bet someone else has the same question and can learn from your initiative. Seriously, every time I log in I check to contribute and there is rarely a question that goes unanswered.

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GenkiGenga

Member since 20 Oct, 2011

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