dop2000's Recent Forum Activity

  • Thanks!

    I actually managed to test in another country and the currency code was 3-letter ISO. However, for Australia and probably other dollar-countries it's just "$", which may be confusing. So I will take your advice and will list the prices in USD for now, it's easier.

  • So you are using C3? You really should have posted this in a relevant sub-forum:

    construct.net/en/forum/construct-3/scripting-51

    I don't know if dynamic importing is possible, I don't have much experience with scripting, but you can try simply importing it into Scripts folder. See this example - I found a library for QR encoding and it was very easy to use it in C3:

    dropbox.com/s/u9fv261wv84dccx/QR_Encoding.c3p

  • If these are top-level events, then "For each DummyAttack" is triggered on every tick, but you have another condition "Every DummyAttack.attackSpeed seconds".. Not only this is not good for performance, but I can't imagine how these two conditions work together, especially if different instances have different attackSpeed values.

    Use Timer behavior instead. When DummyAttack is spawned, start its Timer. In "On timer" event do "For each DummyAttack", pick Enemy, subtract from health.

  • If these are top-level events, then "For each DummyAttack" is triggered on every tick, but you have another condition "Every DummyAttack.attackSpeed seconds".. Not only this is not good for performance, but I can't imagine how these two conditions work together, especially if different instances have different attackSpeed values.

    Use Timer behavior instead. When DummyAttack is spawned, start its Timer. In "On timer" event do "For each DummyAttack", pick Enemy, subtract from health.

  • Yes, you can easily save the array in Local Storage, and yes, it works on mobile. Use Array.AsJSON expression.

    You can do this - on game launch check if the key exists in Local Storage. If it does, load the array data from Local Storage. If it doesn't load it via AJAX from your JSON file.

    I have a demo, it saves a dictionary in Local Storage, but it's very similar to saving an array.

    dropbox.com/s/lu1mzn30kl2sawf/LocalStorageSaveVariables.c3p

  • I can't open your link, it tells me that the file has been removed.

    Make sure the text object is big enough (tall) to fix the text, otherwise it will not be shown. Also, try adding trim expression to remove any possible line breaks from the start of the text. For example:

    Set text to trim(Array.at(1))

  • How do I display prices in my in-game shop? As I understand, I have two options:

    1. Display hard-coded prices in USD. When players click to purchase, they will see a pop-up window from Google Play or Appstore with the price in their local currency.

    2. Display the actual and up-to-date price in local currency. I see this in many popular games and this is obviously the preferred method. I tried testing this, but I couldn't spoof my country. Does ProductPrice(ProductID) expression always return the price with the currency code/symbol? How will it look like for countries which don't use dollar/pound/euro?

    For example, for Russian ruble - will it ‎be ₽ 100, or RUB 100, or Руб 100 ?

  • Yeah, new function parameters work differently, see this video from Ashley:

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  • Use two actions, for example - Simulate control Left, Simulate control Up.

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  • Here is an example showing how to call JS functions and receive results back in Construct 2 events via callback functions:

    dropbox.com/s/f9vte9290eidvm6/JS_Callback.capx

    It's much easier in Construct 3, because it supports scripting.

  • Check the console log for errors!

  • A quick google search told me that you can use .stringify(anObject) and JSON.parse(string) to convert objects to strings and back. So convert to a string, set this string to a global variable, save this variable in Local Storage.

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