marcel1980's Recent Forum Activity

  • LittleStain, thanks its functioning now however i have to have the layout size 2000 x 2000 or so. How can i do it if i only want to show 1136 x 640 which im using for my game to look best on iphone?

  • Hi guys,

    i want to create a touch / swip-able level sel.screen, where you have for example 20 levels/sprites and can swipe with the finger from left to right to reveal next levels. The levels would move as you move the finger.

    I red the tutorial concerning the swiping {http://www.scirra.com/arcade/example/5405/swipe-scroll-demo}, but unfortunately at the moment i can't test it on a touch screen so i have to change the touch commands to mouse. Unfortunately it isnt functioning :/. Can anybody tell me what mouse commands to use instead the touch ones?

    Also concerning the level sprites that have to move, do i have to anchor them to the invisible sprite ?

    Thanks in advance!

  • I was wondering how to resolve this issue the best way - on collision with enemy it substract 1 health from hero but when i overlap him {following him and overlaping}, he's not doing any harm. If i set the collision to overlap, it destroys him instantly cause it substracts 1 health everytick propably which is logical. I tried to set up a timer here but i cant have 2 conditions: on collision take 1 health and also on overlap take 1 health because when i first touch the enemy he takes 2 health from my hero because of these 2 events.

  • Thanks guys, its working. :) i had it set like this: on collision, take 1 health and add 1 to invulnerability. Unfortunately, it hasn't worked because it added 1 to invul. before it took the health. I had to set a very shor timer between.

  • Hi there,

    I want to make my hero invulnerable for a sec after he colided with an oponent. Unfortunately switching off colisions makes him fall from platforms:/. Is there an easy way to make this happen?

    Thanks!

  • give the items/upgrades a instance var Level and BasicCost

    Events:

    on shop load compare the levels

    actions:

    shop.upgrade1.level = player.upgrade1.level + 1

    shop.upgrade1.cost = (shop.upgrade1.BasicCost * shop.upgrade1.level) / ((shop.upgrade1.level + 50) / 2)

    thanks yonda, i will have to check how to implement that in my mechanics. Maybe i have to start from scratch

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  • https://dl.dropboxusercontent.com/u/21151675/examples/examplepurchasincrease.capx

    This is probably what you're looking for :)

    You can also add cost.cost/6 for example for a smaller increase.

    Thanks mate i will check that out! Can you please help me with the following? I have a confirmation text which checks if you want to upgrade to level 1,2,3,: Are you sure you want to upgrade to level 1,2,3 etc. I have a variable healthlevel and have it set up like: set append text : healthlevel +1 but this also shows all numbers on further clicks like : are you sure you want to upgrade to level 123 ? :( any idea?

  • Hi there,

    im trying to build a shop with upgrades :https://www.dropbox.com/sh/tcjbi0rmc6f0ks6/lLqmgrMSzs

    i want to add the following functionality: if you upgrade/buy, the next upgrade will cost more and so on...

    anyone'v got an idea how to do this the easy way??

    Thanks!

  • Hi there,

    as the subject says, im looking for someone who could build me a functional ingame shop in my project for ios - for money of course. Sicne im a newbie and found out that this task involves database stuff and some "honest" programing, i would like to pay someone who has skills and experience with this. Please PM me, if you are interested.

    Marcel

  • You might want to post this in the Help Wanted forum.

    Thanks! :)

  • Hi there,

    as the subject says, im looking for someone who could build me a functional ingame shop in my project for ios - for money of course. Sicne im a newbie and found out that this task involves database stuff and some "honest" programing, i would like to pay someone who has skills and experience with this. Please PM me, if you are interested.

  • You are trying to start too fast.

    First you need to figure how you want to package your HTML5 app (that construct 2 makes) for use on iOS. Are you going with CocoonJS, PhoneGap, Ejecta, etc.

    Once you determine that, you start the next part like how to get inApp purchases working with the wrapper you decide to go with.

    ArcadEd, i forgot to write that im planing to export via cocoonjs. I will try to find something about the wrappers. The shop will look like an ordinary shop, you have coins and some bonus items which you need for upgrading hero abilities and unlock new ones. There will also be wearables for him to buy. And packets of coins + bonus items for real cash.

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marcel1980

Member since 16 Jul, 2013

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