jcstranger's Recent Forum Activity

  • Hi guys,

    I am currently struggling with the following issue, maybe someone can help.

    I have an "Every X seconds" event that is based on a variable, so it is "Every Variable Seconds".

    Inside that event I change the variable to another value, lets say 2. Start value is 5.

    Now, the first time the event runs, it works properly by considering the start value 5 and also changes the value to 2.

    The second time it runs, it still takes the value 5 instead of 2, even if the variable has changed already.

    The third time then, the updated variable takes effect.

    Not sure if theres anything I am missing or this is just some strange behaviour that is easily solved.

    Here is an example project that shows the problem: https://drive.google.com/file/d/0B6TI8m ... sp=sharing

    Happy for any feedback

  • Thank you guys,

    however, can't figure this out since there is no info about it to find at all.

    Guess I am going to workaround the problems.

    thanks anyway

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  • Hi jojoe,

    thanks for your reply.

    Would that solve my problems? Can I specify a tilemap behaviour and .png inside a Json?

    Do you have any links where tilemap+Json workflow is explained? Didn't find anything helpful about this topic.

  • I am currently building an endless runner that should spawn predefined level blocks.

    Current situation:

    I have a layout which contains all the level blocks as separate tilemap objects, so that I can call them separately.

    There are several problems with this solution:

    1.) For every different behaviour (collision, solid etc) I need to create a new tilemap object and lay it over each other. This results in a huge amount of objects which are difficult to manage

    2.) The level blocks need different graphics depending on various factors. Tilemaps cannot change graphics on the fly. Again, I would need to create a new set of tilemaps for every level theme which is not doable.

    I am pretty sure that there is a well known way to handle situations like this. Any ideas?

  • you need to be more specific. i dont think that anyone here will come up with a complete tutorial for a vertical runner.

    just start working on it and ask specific questions when you are stuck.

  • explaining this to the player visually is quite tricky.

    programming-wise, i would create a sprite as collision area where your finger has to stay.

    as long as the finger is on collision with the sprite, the blade keeps swinging.

    when removing the finger from the sprite, you create a text object with the text you want and pause the game by using the command "set time scale = 0"

    once collision with the sprite is true again, set time scale to 1 again and delete the text.

    you probably need to create different groups and/or variables to track the different situations your are in

  • Hi guys,

    as the title says, I am looking to figure out how to display how much free memory my mobile device has left.

    I am currently displaying the following:

    fps & " FPS, " & round(cpuutilisation * 100) & "% CPU (" & renderer & "), " & ImageMemoryUsage & "MB"

    This is working fine but doesn't give me any data on how much memory the device uses in total.

    Any help would be appreciated.

  • There exists a quite handy plugin to access the android back button when using cocoon.

    Take a look at this thread and read through the end since the plugin needs some changes

    before it will work (all explained in the thread)

  • This game blew up on iOS. Wow.

    Was quite unsure myself for a moment, but I don't think this is the game

    that is published by Ketchapp atm. It is called ZigZag, this one here is ZigZag Ball.

    Seems to be a clone of the big hit.

    Please correct me if I'm wrong

  • Hi Ludei,

    great support once again on your side, thank you very much.

    I replaced "CocoonJS["App"]["setAppShouldFinishCallback"](function ()"

    with "Cocoon.App. exitCallback(function ()"

    in the plugin and now it's working like a charm.

    androidtimo you might consider updating the plugin

  • Hi! I dont know why, but if i add the object CocoonJSBackButton, game starts with infinitely black screen (2.0.2), in version 2.1.1 infinitely black screen also flashes. Please help (, what i am do wrong

    UPD: all ok. it was my bad.

    Could you please explain why it was your bad? I am having the same issue. Game starts in a black screen after the Ludei splash logo when using the plugin.

    Mind sharing what you did to solve this?

  • Hello,

    Could you please explain me why this plugin is needed? I can't see the point.

    In addition, if you want it to be included in the plugin, make a pull request and our developers will have a look at it.

    Regards.

    There is a huge point why this would be important to be integrated: Google Play doesn't feature

    any games that have the back button not integrated correctly into an app.

    Correctly means that it must either work as a classic browser-ish back button (back to previous layout)

    or open an in-game query.

    Thanks for the plugin, I am going to try this one

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jcstranger

Member since 12 Mar, 2014

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