fldr's Recent Forum Activity

  • use "add to" instead of "set"

  • its because the normal loops all finish within one tick so you dont see it counting up.

    you can achieve what you want by making it count up one number per tick, make an event like

    compare scorecounter is less than score add 1 to scorecounter, this will fire every tick letting the counter go up 1 per tick.

    you can pack this event in an inactive group, make an event "on level finished"->set gtoup active and in the group make the above descriped event followed by an "Else"->set group inactive (so it doestn check every tick if scorecounter is less than score)

    hope this helps and wasnt to confusing!

    if not i will try to explain it better tomorrow (its 1am here)

  • Hi,

    i had nearly the same problem.

    Here is how i did it:

    On Level finished event:

    ("freigeschaltet" is a german word for unlocked)

    im using a splash screen thats only showed when the app is started, on this layout i use

    and finally on the level select layout i did this:

    "locked" is a boolean varibale

    p.s. please ignore the FGL part, i dont know why i included it in the screenshot

    hope this helps!

    if you have any questions fell free to ask

  • youre my hero

    simple enough for me to understand and it does work nicely!

    thank you very much!

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  • I'm not sure what to do about this - perhaps we could add a tiling mode to Sprite and keep a somewhat redundant Tiled Background just because lots of people will still expect it to be there?

    +1 for tiling mode for sprites AND for keeping the simple tiled background object

  • Hi,

    can anyone tell me where my failure is?

    i have seperate scores for each level and im saving them to an array, now i want to save them in webstorage too but im doing something wrong, it doesnt load the scores from the webstorage.

    here are my events for that:

    can anybody tell me how its done the wright way ?

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  • so this works but the background is actually the layer on top? crazy!

    thank you very much!

  • Thanks!

    but sadly it makes no difference, the "source atop" sprite always shows where it has anything in background

  • nobody? :/

  • Hi,

    i wonder if it is possible to set the blend mode only affecting one layer or better ignoring one layer.

    I want to make a worms like game, for that i created a layer with tilemap (1*1 tiles), for letting it look good i have a second layer on top of that with blend mode "source atop", so this layer will only be visible where tiles are under it. Works fine with all layers transparent but it results in an black background (or grey on some browsers).

    I would like to add an layer with backgroundimage thats excluded from the blending of the top layer so it doesnt show where backgroundimage is behind it, is this somehow possible?

  • very nice!

    would you maybe like to share how exactly its done?

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fldr

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