fm4fanAT's Recent Forum Activity

  • I could be mistaken, but in MenuLVL

    Line 11 system > go to LVL1 (means you always will go to the first level)

    Line 3 sets your current level always to 1?

  • looks and feels great

    tried it without reading the instructions - so here are the things I struggled with

    was expecting to see tiles in the hotspots. So I almost quit because I thought it's a pre alpha build

    after I found the tiles I couldn't set them to a hot spot

    I set a floor tile and a tree on the same spot. Hard to delete both

  • PixelPower your example is a local save for 1 object

    the question was for a bunch of objects/enemies

  • PixelPower what is so funny?

    And why do you add stupid stuff in my quote?

  • if you don't need the xy - and only the is dead/alive it's pretty straight forward (and a small save state).

    I prefer the local storage - you can do stuff like save slots, ... and don't run into troubles like it can happen with just load/save.

  • love your graphics - especially the one for your new game

    I think it's a great idea to use the greek style

  • Sorry, didn't plan to make the whole capx

    For arrays the best tutorial to start is https://www.scirra.com/tutorials/307/ar ... ers/page-1

  • Here is an example of what I meant.

    It still needs some work till it is working

    but if you make a local storage it would work with 1 object. If you write it into an array and check if UID is in array it should work.

  • IGDev

    It depends on your game - so here just some thoughts

    You could store a dead/alive value and the UID in an array.

    Or make some instance variable of your enemies (like dead/alive and xEnemy number) - and store this in an array

    Or when you create the enemy you store the UID in the arrays and when destroyed delete it out of the array.

    if you provide a capx example I would have a better clue.

  • I loved Decathlon, Summer Games, ...

    All games are basically the same, only some changes in the animation (long jump, hurdle, ...).

    I would start with the running system and a varSpeed variable.

    • Keys: after left only right increases varSpeed (after right the left must be pressed)
    • every 0.x seconds varSpeed decreases (player gets slower)

    That's basically the whole system - of course there must be a build up in speed ( you can't just go to 100% speed at once)

    depending on the varSpeed you make the animation of the player slower or faster.

  • The save/load captures the exact moment in time - so yes, just save the state off your game after you destroy the object.

    The local storage is another thing. Here you have to declare everything yourself what you want to save.

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  • You need to save the state of your game (system > save/load)

    https://www.scirra.com/tutorials/search ... %20storage

    or work with local storage

    https://www.scirra.com/tutorials/search ... %20storage

    it depends on the kind of game - save/load is easy to implement and local storage gives you the freedom to control what you want to save.

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fm4fanAT

Member since 19 Jan, 2016

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