GeometriX's Recent Forum Activity

  • Thanks Savvy001, that's very interesting. I'm not too keen on forcing the player to be online, to be honest, but if it comes down to it then I may have to.

    On a related note, I've done some basic testing with apps made in node-webkit and CocoonJS, and they seem to have some permanence when it comes to storing data. I'm not sure exactly how these wrappers deal with webstorage but they seem to store the data locally, outside of the scope of the system's web browser.

    How long that data will stick around for is still an uncertainty, however.

  • I posted an example capx for a request in another thread almost exactly like this recently. Since you've already got the sprites set up, it's just a matter of testing collisions, destroying and recreating overlapping instances.

    http://www.scirra.com/forum/on-start-of-layout-loops-logic-collsions_topic61745_post379018.html

  • Hi again, everyone.

    As I move through the development of my first game, I'm faced with challenges at every turn. Good challenges, and I can usually work through them, but one thing has been bothering me: saving the player's progress.

    My thinking is that I'll create an array that saves the player's current level, total money, unlocked vehicles, upgrades and so on. That's easy enough, but when they quit the game, that info is lost. I've had a look at webstorage and that seems to be a good way to record information, but I'm worried about the cookie clearing issue.

    I'm developing for iOS and Android (CocoonJS), and PC exe (node-webkit)

    So, my questions: What's the best way to permanently save information on both of these platforms? Is there an internal function that can do this on all platforms?

    Thanks!

  • You can do this relatively easily with custom movements. Create a target object that is re-positioned randomly every few seconds within whatever space you want. Then set your bee object to have custom movement, and every tick accelerate towards the target. You may need to set a maximum speed for it, too. It'll give it a nice, smooth motion if you get your values right. Player around with it and see what works.

  • Well you can; doing it this way is how it's done. It's just that you can't import the full frames of a GIF by clicking the "Load an image from a file" button as that seems to only import single frames.

    I have no idea why it's done this way - seems a little unobvious to me - but that just seems to be how it goes.

  • You need to import frames rather than the full image.

    At the bottom of the animation editor the animation frames are laid out. Right-click an empty space and click on Import Frames.

  • Great tracks. I bought the sci-fi collection for a game I'm working on. If everything goes well with this project, I really hope that I can afford to pay for your custom music creation services for future games.

  • Zeropad is what you need. Format is zeropad(number,digits)

  • You'll need to create three local variables: health, shields, and regeneration timer. Knocking off the health and shields is simple enough: just check to see whether or not the player has any shields remaining. If they do, then -1 the shields, if not (shields=0), then -1 the health.

    To do the shield regeneration, set the regen timer to gain 1 every second or whatever you want, and then create a new timer that raises the shields by 1 every few seconds, but only if the regen timer's value is greater than a certain amount, say 5. When the player gets hit, you reset the regen timer to 0, forcing it to count up to 5 again before the shields start to regenerate every 2 seconds.

    Make sense? I hope so, it's kind of late for me here.

    I've made a simple capx to show you: here

  • Select the text, look under object properties on the left of the screen, and change "Set angle" to No.

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  • Difficult to tell exactly what the problem is without you providing a capx, but it's mostly likely because you've only set up the player's control events in the event sheet for the first layout.

    If that is the case, I'd suggest that you place all of the events you need to be portable in their own event sheet, and include that event sheet in the sheet for each layout.

  • Ooh, a textbox, for text entry. Sorry, didn't see that.

    Yeah, it's a weird thing, actually. As a workaround I tested pinning it to another sprite (rotation and position) and it just refuses to rotate even when I rotate the base sprite.

    I assume that it's some sort of technical limitation. Sorry, I don't have a clue :(

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GeometriX

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