MrClifford's Recent Forum Activity

  • Doh! Completely forgot about that. Cheers newt, all sorted.

  • Hi guys, need a button to sine size while in the pause menu. Using timescale=0 to freeze the whole game, but need a button to sine while timescale=0.

    Was thinking about altering the sprite size over time in comparison to the wallclocktime, then scaling it back down when max width/height has been reached but unsure how to write/compare the values to make it work.

    Any pointers much appretiated,

    Cheers

  • Like Maverick said create the spawned objects into a family.

    You can also save a bit of memory by inverting the "is overlapping" event so that the object won't spawn at all. This will work better if "on destroyed" is scoring points etc.

  • Thanks for that Allan, and thanks for your previous help lionz.

    Just used Allans simple example and it works great (although I had to massively increase the times due to the number of instances.

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  • Also tried variables to cancel it out, maybe I'm putting the events down slightly wrong which is conflicting, would you be able to give me an example? Thanks

  • On computer now, by the debugged its only picking one instance at a time that has an animation frame of 2. If they are all running at the same animation speed/frame then its fine and will spawn a new sprite on each.

  • I'll have another play today, spent an hour n half of head scratching yesterday as to why it wasn't working.

    I did try randomising the animation speed yesterday but same issue of random spawns on animation frame 2, sometimes it spawned, most of the time it didn't. Been sat watching the debugger and watching values etc, pain the the bum

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  • Hi guys, back to development now the kids are back at school but having a little issue. So, adding some more details etc and currently working on some water droplets that drip from a sprite when the animation = a frame.

    So all works, but, trying to randomise the animation of the same instance so they don't all spawn and drop the water at the same time.

    Every random (1,3) seconds > start animation

    sprite = animation frame 2 > trigger once - spawn droplet at image point 1.

    On animation finished > stop animation

    Obviously this picks all instances so they all start at the same time.

    So upon trying to randomise with a timer, on start of layout > start timer

    On timer, for each sprite.uid > begin animation

    This randomises the time for each sprite, however, not every sprite will spawn the water drop on animation 2.

    If I pick all instances and compare the instances that are at frame 2, then multiple water drops will spawn (assume it's counting all the sprites at frame 2 and spawning the same amount of drops for each sprite, but only want it to spawn 1 (but at all sprites at frame 2)

    Sorry for no image/badly written code, on my phone! Cheers

  • An easy way is to create a global variable that when a user purchases the no ads IAP, this variable is the changed.

    So you could have the GV of noAds = 0

    Incorporate this with you and code as an event stating that if noAds = 0 then ads will be displayed. If the user purchases the no ads, the global variable gets updated to 1. As long as the global variable is at 1, no ads will be displayed

  • If you have added your device to AdMob as a test device, they'll always appear as test ads to your device, just incase you've done this.

    If you've unticked the box and disabled test ads, check on another device and they should be live ads.

  • Just tested something simple of mobile but it works fine.

    If you could post screenshot of your code it will help as we will be able to see if there are any conflicting events

  • Quick update:

    Levels 40-50 are complete! Storyline all finished off and all translations done, the game currently supports 8 languages and all the sprites are made and exported.

    Now the tedious task of putting them into each frame and making sure I've put the correct language in the right frame (using sprites instead of text to keep enhance the visuals of the text).

    Final boss level is nearing completion with the level mapped out and the challenges required to defeat The Master. Will post a little vid of it very soon

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MrClifford

Member since 21 May, 2012

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