DozeMaster's Forum Posts

  • if you want to force 1 decimal even if is 0 after the front number just update the text in line 11 action

    "Money: " & round(Money / Divisor) & Suffix

    to

    "Money: " & round(Money / Divisor) &".0" & Suffix

    this will always force a .0 if number is perfectly round like 1,000,000 / 10,000,000 etc

  • i wouldn't recommend using 1.959 M as might be confused with 1.9Billion and users will think your game is glitching max i would recommend using 2 decimals like 1.95M u cant confuse that with 1.95Billion even if is 999.95M

  • > Hi, here is a simple solution i made for you

    >

    > not sure what is all the int u using but the logic for decimals should be this

    >

    > round(Money / Divisor * 10) / 10 & Suffix

    >

    > Here is a full functional solution up to Sxtillions using Construct 10^N

    >

    >

    > LargeNumberFormating

    >

    > in theory should show you any number as Sx,Qt,Q,T,B,M,K + .1 decimal like 2,155,123 Becomes 2.1milion

    >

    > Example uses 12 Events And 4 Global variables - for free users (and a function but the function can be changed to a Boolean condition all the same)

    Thanks a lot for your help, just one thing, if the number is 19500000, it shows it as 19.5. Is there a way to always show it as 19.500 M?

    I want it to always be pleasing to the eye design wise

    or 19000000 19.0 M

    any touch and

    is touching object

    --

    touch on tap gesture

    What is the difference between the two I just started to learn and I don't know exactly

    redownload the example i updated it a few more times, should have all explanation and some more features inside.

    to show more decimals just increase "Decimals" 10 = 1 decimal , 100 = 2 decimals, 1000 = 3 decimals etc.

    i like to use on Tap as forces users to click and release quickly which counts as 1 click

    if u use "is touching " that creates a loop which means if user is touching or keeping pressed on 1 item long enough that action / condition will happen multiple times over N*ticks per second, so if u want for money to be awarded 1 time per click u need to use "on clicked" "on sprite touched" "on released" or "on pressed" "tapped"

    is touching is like "on holding" if u notice on Tap has 1 green arrow meaning happens 1 time per action

    if no arrow is a loop, unless is a condition to be checked if true then also becomes a loop unless specified "trigger event one time"

  • Hi, here is a simple solution i made for you

    not sure what is all the int u using but the logic for decimals should be this

    round(Money / Divisor * 10) / 10 & Suffix

    Here is a full functional solution up to Sxtillions using Construct 10^N

    LargeNumberFormating

    in theory should show you any number as Sx,Qt,Q,T,B,M,K + .1 decimal like 2,155,123 Becomes 2.1milion

    Example uses 12 Events And 4 Global variables - for free users (and a function but the function can be changed to a Boolean condition all the same)

  • Thanks! LOL one freaking button!

    Man it was driving me crazy.

    I appreciate your help.

    You are welcome,

    And welcome to development world, where everything makes sense yet nothing works :)))

  • if im not mistaken that is a deprecated function in android, only works in NW.js and windows apps/desktop apps, no more mobile "exit" since the creation of the button "kill all processes", which now automatically closes all background apps by default.

  • Hi again, sorry a bit late work and all,

    i checked your implementation and you forgot to set the "initially visible" on your confetti to be "checked" in layout 2... it works fine once you activate that option.

    i got confused as well why it didnt worked as everything was setup properly... then only thing that made sense was if confety was invisible.

    if u want to trigger visibility of it by delay u can set "confetti>set visibility to visible" after wait 0.5 action u have.

  • confeti example

    see this quick example, there is 2 ways of doing it ... the one with loop i triggered it with mouse click, but u can trigger it instead of mouse click when game ends ... notice is on 1 time trigger (or one time per click / action)

    the other is already in screen is a burst spray but needs a lot of customizations in parameters. play with them see if u can get ur desired effect.

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  • have a problem with the arcade in dark mode, the text is white but background also white, in light mode the text is black, background white ... looks better in light mode but in dark mode... u cant tell there is a name there, i mean is visible... but barelly... is it possible to enable bbcode for the color of studio name? or have it black on white all times? or white on black? or whatever the color scheme is for dark mode?

  • use particle object + color change

    or gravity physics + sprite create in loop 10/20 on trigger apply impulse at angle random 200/320 using physics

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  • usually is instant, unless something happened in the upload/approve process to curate games quality.

  • Or change layer interactivity setting.

    oh i didnt knew this is a thing C3 really upgraded in the past years xD

  • u need to add a condition that blocks invisible objects to be clicked.

    u can do all that by doing a group in the eventsheet, add ur all events that are affecting the "invisible" objects and enagle disable that group when "layer1 is visible /invisible" toggle group "1"

  • > make sure the player is only 1 instance, and that the value is available at all times to be read, meaning the attackspeed variable of the player should be static not changing.

    >

    > it should work, but is not great practice to use direct instance varible of other objects as those other objects get destroyed etc and then all ur data is lost that u are based ur other items to depend on.

    >

    > better have the character stats like "attackspeed" saved as a array or global variable then use that on ur bullet behavior.

    >

    > and to use that u need to make sure the data is set on bullet creation. in a proper order

    >

    > u cant have

    >

    > bullet set speed to player.attackspeed above the line that creates the bullet.

    >

    > always needs to be after bullet is created. otherwise will change all bullets in screen, or give u weird glitches.

    >

    > FIY the setting of bullet speed can be done using events

    >

    > <condition> on bullet created /spawn etc < action > set bullet.speed to player.attackspeed

    >

    > hope it helps.

    Thank you, this helps a lot. I notice that the global variable says 'static'. So if I have a playerHealth global variable and I set it to '100' and 'static', does that mean I cannot change it when the player gets hit by a bullet?

    Static

    Only applies to local variables. By default, local variables reset their value to the initial value every tick. However if Static is checked, the local variable's value will persist permanently, like a global variable. Static local variables differ from global variables in that they can still only be used within their scope. Global variables always hold their values permanently so the Static option does not apply to them. For more information about local variables, see Event Variables.

    Constant

    Make a variable read-only. You will be able to compare and retrieve the variable, but not change its value using any actions. This is useful for referring to a number like the maximum number of lives, without having to repeat the number in your events. If you want to change the value, there is only one place you need to change, which is a lot easier than having to hunt down the multiple places you entered a particular number in your events. According to programming convention, the names of constants are displayed in upper case, e.g. MAX_LIVES.