AllanR's Forum Posts

  • I was able to download it and get it running... You don't have to provide the whole thing to get feedback. You could export it to the arcade so people can run it without having to install addons.

    You are doing great - keep at it! Obviously making a game is hard work and takes lots of learning and testing. I am not sure the bird in the first level respawns properly - if I don't jump at the first one, it never came back. I know you have said designing levels is hard work - (you are right!) so keep working. The more you do, the better it will get.

  • you set that in the image editor. Image points is the second icon from the bottom on the left side of the window, right above collision polygon.

    image point 0 is the origin.

  • submit a bug report with the jpg file so they can check it out properly.

  • you can use zeropad to do that...

    zeropad(int(195/60),2) & " minutes : " & zeropad((195%60),2)

  • there is no easy or guaranteed way...

    using SSL helps make it harder for people to intercept requests. You can calculate a hash that the PHP script can use to check if the score is legitimate. But it is not very hard for people to reverse engineer that, or use programs to change the score to whatever they want inside your game (making the request look real to your database). All you can really do is try to discourage causal hackers - the good ones will always find a way.

    I have seen some pretty good suggestions on the forums over the years, but it might take some digging to find those posts now.

    monitor your database, and remove the obvious fake scores...

  • Are you using PHP and AJAX to send the request? Whatever you echo out should get sent back to C3 so you can tell if the results were "Sorry..." or "Your account..."

  • I just tried both .jpg and .jpeg with no problem...

    I don't think there is any difference in the format other than adding the e to the extension name.

  • particles was a good idea... not sure I have seen someone do it that way before. That would probably add the least amount of overhead.

    This is the way I have seen most often. Spawn a sprite near the center of the screen with bullet behaviour, set a random angle of motion. The "closer" the star is, the faster it should appear to move, so set the bullet speed and size a related amount.

    https://www.rieperts.com/games/forum/Starfield.capx

  • are you sure the file is a jpeg? I just tried opening one in the sprite editor and it worked fine...

  • You can not pick a newly created object like that. Not until the next top level event.

    You can pick it by UID, or Pick Last Created Cow1

    but because the new instance is not fully created yet, you can't pick it by checking if it is moving or not.

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  • I normally would create a long solid object to act as "ground" and then place the scenery on top of that to avoid all those seems to get stuck on. (so collisions turned off on the scenery)

  • a couple minor problems...

    first, your layout 1 would have the same issue if you sit on layout 2 for a minute - listening to the music before pressing Play.

    You need to set StartTime at the beginning of each layout that needs it. the system Time variable starts at zero and automatically increments every second your game is running, regardless of the layout you are on. So, when a new layout starts, you want to set your variable to Time, so you can calculate the correct offset from that to make your text appear.

    You don't want to set StartTime=StartTime + 1 every tick, because every tick happens 60 times a second, so you will very quickly end up with a large value that doesn't help you.

    I fixed eventsheets 1 and 4 to work the way you want.

    https://www.rieperts.com/games/forum/CollegeRet.c3p

  • You aren't doing anything wrong, but that is normal C3 behavior. If there are no instances, there is nothing to get the width from.

    The first time you try to get the width right after calling the function that creates an instance, the new instance is not fully created yet (which happens after the next top level event). Since there are no pickable instances at that point, it returns a width of 0.

    if you add the width to xposition inside the function, while the new instance is still active, it will work fine. You could also add a "Wait 0" after the function call, before you add the width, and that will work as well (because that gives C3 a chance to finish creating the instance).

  • Pick All is needed because that code is under a "Mouse Clicked on LavaCore" event that picks only the instance clicked on.

    I was about to say I duplicated the code and it worked fine for me (which it does), but then I spotted the problem... random is an instance variable of LavaCore - not a global variable. You need to make a global variable to hold the chosen number to make visible. as an instance variable they all have a copy of the number, and that allows your code to make all visible.