MrClifford's Recent Forum Activity

  • Very impressive! Artwork looks amazing!

  • Trying to add a bit of lighting to my project however, it's not working! The demo capx with the simple light layer/force own texture along with a destination out sprite works fine, however, when I try this on my project nothing happens.

    Any reasons why it wouldn't work? Cheers

    Edit: Found the issue. Preview Effects in the main project properties was unchecked

  • A slightly complicated but successful method is to use arrays and functions to call the sounds/songs instead of using the standard audio expressions.

    This way you can control all sounds and music separately, and get rid of that awful clicking sounds that can still be heard when all audio should be muted. I can recommend checking out Advanced Menu in the Scirra Store - this includes a very effective menu select, settings like audio and language select, and achievements/trophies.

    If you purely just wanted audio, create an array that can toggle between 2 values on sound on/off button. Then use a similar code like this as the function that will be called.

    + Function: On "PlaySound" + AOption: Value at 2 = "on" -> Audio: Play Function.Param(0) not looping from Sounds at int(AOption.At(3)) dB (tag "")

    Then, to call the sound, ie a menu click or a bullet firing, instead of using -> Audio: Play bang_01.webm not looping at volume 0 dB (tag "") use the call function like this

    -> Function: Call "PlaySound" ("bang_01")

  • Really cool, well done on 50k+ downloads on Google Play!

  • Let this project slide a bit and have been procrastinating on getting it done. However, back on it!

    Current state of the game:

    Cut back the original total levels from 88 to 70. 40 levels currently release ready, remaining 28 levels have been mapped out, shadow boxes done. Need to add enemies, collectibles, objects. Then to test, test and more test each level to ensure difficulty etc.

    Cut back boss fights from 8 to 7. 5/7 bosses fully release ready, final two are currently being finished this week.

    IAP configured.

    Storyline 70% written, will finish this off this week too. Game description 100% finished.

    Once the storyline has been finished, I'll send that and the game description off for translations to multiple different languages and will hopefully support 8 languages upon launch, with support for more in the future.

    Finally, finish off the respawn system, achievements and polish off any UI. Code the remaining cutscenes for the game.

    Will be releasing a pre-registration for Google Play shortly and will look into iOS pre-reg too.

  • You could add something specific to that level, or just use multiple conditions that if true, will unlock the achievement.

    I'd imagine if you haven't, you'd want a condition to count the amount of gold on level and set it to a variable on start of layout. You can the add multiple conditions say level = 16 and GoldVariable = X amount > unlock achievement, or unlock it in the array. Remember a condition is always an and condition unless you specify the block to be an or condition.

    If your not counting levels with a global variable you could try adding a specific event sheet for this level and including your engine event sheet in this event sheet.

    Hard to how your doing things without knowing how the game is coded.

  • There are various ways you can create in game achievements, one of the best ways is to create an array.

    You can add to a cell array, for example, every level, every enemy killed, score etc. You can then set the achievement to unlock from a locked state when x is reached in that cell

  • As Farlander said use a global variable. Call it restarts or whatever you want.

    You'll then need to save/load the variable every time the layout changes. You could do something like this:

    Sorry for the image layout I did it on my phone not PC.

    You can then check to see if the variable is saving by using the debug feature. It lists all variables, sprite positions etc. Very handy!

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  • How long until it's depreciated? Just wondering as a couple of my projects use Lite Tween over the standard tween, and Lite Tween I believe is a ported C2 plugin, so unlikely that it will ever get updated

  • Lots of plugins broke a couple of updates ago. Try going to project properties > advanced > Scripts type and changing from module to classic.

  • You'll need to spend a bit of time learning arrays and how to save/load the data with local storage. There's also more simple methods such as setting a price for an item (sprite) and unlocking if player has x amount of coins.

    On Touched (Unlock Sprite)

    Coins => 10,000

    - Unlock whatever.

    The problem with this method is you'll need multiple global events to save the data, whereas if you use an array, you can store all the data in the array to one variable.

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MrClifford

Member since 21 May, 2012

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