dop2000's Forum Posts

  • Dictionaries are actually very simple, much easier to understand than arrays.

    They are like variables, only more flexible. Just add keys and values, for example:

    Key="Coins", value="35"

    Key="Weapon", value="small_sword"

    etc.

    .

    Then save to local storage Dictionary.AsJSON

    To load: Dictionary load from JSON (LocalStorage.LastData)

    .

    I made this demo for some other post:

    dropbox.com/s/1cz1k5x3teikbv5/DictionaryLocalStorage.capx

  • dt is the frame duration.

    If your game runs at 60 FPS, dt is approx 0.017s

    So 50*dt=0.83

    .

    At 50 FPS, 50*dt will =1

  • Try searching for the same topics in google and open cached results. If google cached the old page (on scirra.com), you will be able to see the download links.

    Also, you can browse some posts from 2016 saved on web.archive:

    web.archive.org/web/20160519014331/https://www.scirra.com/forum/completed-addons_f153

    .

    Tom from Scirra is working on restoring the links in posts, he assured that they are not lost and will be recovered soon.

  • Also, I just realized if T is tapped but not held during the full duration of the timer, it locks the ball from ever being spawned because it sets the value to "false" but it did not work using "is down" either.

    This shouldn't happen with the code you posted earlier, because the timer is stopped every time T is released.

    Also, it may be easier to do this charging thing without the timer and Basketball variable. Add a variable chargeKeyPressed, change your code to this:

    On T pressed : set chargeKeyPressed=time
    
    On T released 
     chargeKeyPressed<(time-1) : Spawn ball
    

    .

    Also it's getting really annoying waiting for moderator approval on every reply I post

    This happened to me once. Maybe the more comments you post, the less often they need approval?

  • You should use "System On Load Complete" event or "System On Load Failed" to switch to another layout.

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  • You can stop the bullet completely after several bounces, or when the speed is quite low (<10 for example).

  • Try changing your code like this:

    .

    To slow down the ball after each bounce you can add this event:

    Ball on collision with Floor -> Ball set speed to (Self.Bullet.Speed/2)

  • Tom,

    Searching is not a problem. The problem is that 90% of search results are worthless, because all links in old posts are missing.

    There are no capx examples, no links to plugins, no screenshots, nothing!

    The entire subforums ("Completed Addons", "Effects", "Tools and Resources") are now basically useless because links in posts are lost.

    .

    I know you wrote that formatting in old posts will be fixed, but could you please confirm that the missing links in posts will be restored as well?

    If not, you need to find the way to somehow make the archive of the old scirra.com forum accessible.

  • There was an announcement a few weeks ago, that private messaging will soon be removed from the forums. So yeah, all PM messages are now lost.

  • Several seconds?! You must have a very big map or very small pathfinding cell size..

    Anyway, you can use "Regenerate region around object", this should work much faster.

  • Obi554

    It took me a while to find it.. I really hope the links in old posts will be fixed soon.

    dropbox.com/s/0mp4ow4v1uipyhl/ThreeLists.capx

  • Oh, don't be sad..

    I'm sure the problem is with the wrong timing of events.

    "On Create" event is triggered before the object is actually added to the layout, maybe that's why it's not registered in the obstacles map. Try adding "Wait 0" before regenerating the obstacle map. And then you need another "Wait 0" before you can do "Find path".

  • Did you look into the event sheet? It's right at the top!

  • You should provide more information, maybe post a screenshot of your code?

    Also the video you posted is 7.5 hours long! What is the exact time of that smooth transition effect you are trying to achieve?

  • Both conditions should be one event (AND-block, not OR-)