Jhonathan Ibanez's Recent Forum Activity

  • Ill make a final question here, I suppose this is not place but... . I feel silly asking this but, do you know how to upvote posts? I would like to do it with your answers but I have not been able to find any upvote button or something :S

  • I agree with AllanR there are many tutorials out there but to be honest with the only one I was able to understand this is yours (ok not a tutorial but it is close enough, at least not a tutorial... yet xD)

  • oh! ok, thank you veryu much vagaev!!! your help is invaluable

  • Oh thank you I think I understand a bit more. I am still struggling with the design of my objecst since it seems to me that the bigger the windows size (and this could be a misconception) I will have to make them resolution-based cause they could pixelate when trying to run the game on smartphones with higher screen size and resolution, howeve, this would mean that some devices would not be able to run the game (samsung galaxy ace for example since this is the device I am using to test, though I wonder how can this device run age of zombies and not my game :S)

  • Ok, I think I managed to understand. Ill make this "naive" question before I continue, all the explanation and incredible good tutorial you just gave me assumes I will be making a game which layout is supposed to be the size of the window, for example a pinball game, the layout in pinball has the size of the window because well you are never going to go through a level like in mario bros in pinball, right?. If so, let me ask you this so the explanation above will be complete, what size should the layout of my game be if it has a bigger background, fox example a game like age of zombies where the layout is scrollable?

  • ok the problem is in the event :

    System EnemiesRemaining = 0,

    Go sprite Is Ready System

    set EnemiesRemaining to WaveNo * 3.

    I will explain what is wrong with this; In the event that "spawns" your enemies you are doing this:

    System Every 1.0 seconds

    System EnemiesRemaining =0

    System set EnemiesRemaining (EnemiesRemaining-1)

    so when this condition gets to 0 the event mentioned before sets the variable to WaveNo*3 so it will never becomes 0. You will have to find other way to update your EnemiesRemaining for each level. Hope it helps

    Edit: I didnt realize and you toggled some events off but not quite correctly, delete or toggle the DEBUG events correctly or you will keep the strange infinite create object behaviour you are having right now.

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  • can you provide a .capx so we can help you?

  • then that is not the problem. Please update the picture please I will do some tests if you do so.

  • hahah I think that is going to be the actual problem , it happened to me too.

  • I could not see your full answer yesterday. I thank you before hand but before marking this post as solved I will read carefully your suggestions. Thank you again.

  • Hi!. Even when I am no expert in the topic of information security, my suggestion would be that more than trying to find a tecnology or workaround with construct to be able to perform this, try to model all that data so your can keep your sensitive data in the place it should be (a secured server, or a well defined backend server-side programmed construct) and all the data needed to play (wheter it is offline or online) withind your game application. If that is an unacceptable answer I would suggest to try and create a temporal model of information and security mechanism so that the user could manipulate data while playing offline but when the app comes back online it would try and verify information against a server and validate wether the urser could update that data on the server side.

  • Ok, could you please update your event sheet image so I can see the actions performed over each array?, I get confused when looking at your actual event shee since the actions have the object affected by the action trimmed or something... that way I could understand what action is affecting wich array (sorry if I am being dense)

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Jhonathan Ibanez

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