DonRIF's Recent Forum Activity

  • Hello everybody, I have a specific question and I hope I'll be as clear as possible:

    In my game, I have several levels. For each level you pass, you gain a certain amount of XP. Then, I want the sum of those XP's to show in the level screen.

    Example: XP_total = levelxp1 + levelxp2, and so on.

    I did that with the "For each X element" >> Add levelxp.CurValue to XP_total" .

    I already managed to do that perfectly, but here comes my problem: I want to implement some boosters to buy with the XP you gain.

    Example: Booster "Nitro" costs 50 XP. So, I subtract the 50 XP from XP_total. But, when I go back playing the game, it re-calculates the sum of all levelxp's, and it forgets the subtraction I did.

    I already tried to create another instance variable that is equal to XP_total, but it doesn't work properly.

    If somebody could help me, it'll be very much appreciated!

  • I have tried all the export options to Android and Phonegap is the one that gave me the best performance and the less bugs! Strangely...

  • Hi everybody, I don't know if I'm in the right spot, but because we are talking about performance, here's what I tested:

    I exported my project with Cordova and I used a apk builder found in this website: www mrchay com/projects/HTML5toAPK (add the dots in the URL). It uses a shrank Intel XDK/Crosswalk builder...and it's FAST! It contains some minor bugs (like some font errors), but it's the fastest thing I tested so far ! (as fast as CocoonJS and way faster than CocoonIO and Intel XDK).

    I want to put the latest Crosswalk 15 beta version in it, so maybe the wrapper could be better, but I'm not a coder at all, so I'm limited!

    Maybe somebody could try this method and share his experience.

  • I didn't test it yet on mobile, but I think you could do it by simulating a pause button function. After that, add the Browser function to your project and then add: "on mobile menu button pressed". Here's an example:

    Don't forget to exclude the pause button sprite from the time scale 0 by making its time scale to 1.

    Try it, maybe it'll work, I'm not 100% sure.

  • "Solved". I've found a workaround.

    It's an issue of XDK. Even with the additions.xml file correctly edited from the beginning (new xdk project), the first time I press BUILD button it generates the same error creating android, crosswalk, ios, windows8 default files (so they didn't work). With this, what I did was to delete manually those runtime generated files and pressed Build button again... this time it worked and XDK created the right configurations files for every type of export (android, crosswalk, ios & windows8... and of course together with the build I was waiting for.

    Bro, GOD BLESS YOU!!!! You don't know how the Intel XDK got me bumping my head with that error !!! Thank you, thank you AND Thank you!!!!

  • Ok guys, I figured it out! I managed to solve it by pushing every important global variable on the Localstorage. Here are the screenshots, it now saves the progress perfectly! Thanks everyone!

    Level event sheet:

    Level selection event sheet:

  • You can compare if the data is completely obtained, using "Is processing gets" from Localstorage plugin.

    Thank you for your answer! Where exactly should i put that condition?

  • Hello everybody,

    i just wanted to know something about the Localstorage/Webstorage: I have a level selection (locked, unlocked, 1 to 3 stars) screen, with arrays and instance variables and everything works perfectly: when i finish a level and i go back to the screen selection, the passed level is done and the unlocked level is ok. For example, if i pass level 3, level 4 is unlocked, and if i decide to go to level 1, nothing changes, the progress is perfect!

    Somehow, when i use the localstorage or the webstorage (same result) and I refresh the browser, it locks the last unlocked level! I did every possible thing that could be done, but I can't figure if it's a problem in my code or that there's a problem in the storage.

    Here are screenshots of what I'm talking about:

    Level event sheet:

    Level selection event sheet:

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  • Sorry everybody, I figured out what was the problem! It was an animation of the character who caused the conflict. When I disabled it, now the character jumps fluidly!

    Thanx!

  • Hello, I'm working on a new game, it's basically a jumping character that must avoid obstacles and collect stuff. I added the Platform behavior on my character and everything is fine, but I can't fine tune my jumps! To be more specific: I want the jumping button to be more accurate, so that the character jumps faster (whenever I click on the Up-button, the character must jump, of course not before he's touching the ground). My problem now is, when my character touches the ground, I fast click on the button, but sometimes he doesn't jump.

    Please help me

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DonRIF

Member since 8 Apr, 2014

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