lionz's Recent Forum Activity

  • I'm only really familiar with android and I know that Google cache the purchases on the user's device so it should work while offline.

    That's correct what you wrote in the last post if I'm understanding it correctly, you can use a variable to toggle something when you receive info about the purchases, not to track whether they have purchased something on a long term basis.

    I know it's not good to use local storage to track purchases as people can swap devices and then the purchases are missing. For the banner I guess design the events in a way that you don't start showing banners until you've checked for the purchase.

  • I've not seen anything like that. There is software out there to convert photos to panoramic view but again that's using a 3D engine. Also that game you mentioned is a 3D game made in a 3D engine. In Construct you could make a game like curse of monkey island though no problem.

  • You could divide the damage amount by 100 then multiply by the percentage, so if damage was 60 and it was a 200% critical strike = 60/100=0.6*200 = 120. Later if a crit strike does 300% damage then 60/100=0.6*300 = 180.

  • You use the tokenat() expression for this, so for example tokenat(cat,0,"") is C, tokenat(cat,1,"") is A, tokenat(cat,2,"") is T. Check the manual for more info!

    To have it fill every 5 seconds you would use a variable for the middle value, the index, and every 5 seconds print tokenat(cat,var,"") then add 1 to the variable for next time.

  • I thought the app stores tracked purchases, should you be using local storage?

  • So I read the manual and it is very obscure because it doesn't tell you what to actually do.

    https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/button

    What do you put in "id" and what do you put in "class" to actually make the button bigger?

    Examples would really help.

    Construct is not great for CSS, just make your own. Use the html button object if you just want a standard button like on a web page.

  • Actually it wasn't that it was the wait feature or timer it was just one thing it was the fact that the cooldown system used a local number and it started working as intended after it was switched to a global number. Weird

    I don't see how that's correct, if you use a global variable instead it would still be broken in the same way. But to be honest you never mentioned how it was broken in the original post.

  • I'll guess, on your event enemy is overlapping char, take damage from char, you can add a sub event - if enemy is defense / subtract less or no damage else subtract the normal damage.

  • Looks like the 'bug' is that the behaviour called fadein is stuck in fade out phase rather than Done once it completes. If you want to do this kind of behaviour feel free to make a function that reduces or increases the opacity over time because that seems incapable of going wrong. What you've done here is a bit hacky and I don't know how to override the pending fade out.

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  • Looks like a 3D game to me, I don't think that would be possible but there are 3D game engines out there.

  • Assuming they are destroyed when leaving the screen you have expression Object.Count, this is the number of them that exist. So you can start to trigger events when Leaf.Count=0 or Raindrop.Count=0

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lionz

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