GeorgeZaharia's Forum Posts

  • for the imagewidth imageheight i guess you may want to enlarge it using the sprite editor?

    you can do a Scale altering from the events... if you want.. that is going to scale the whole thing... but i guess works only on sprites... not sure on tilebackgrounds...

  • are those prices of the soundtracks for 1 mix ? or for multiple?

  • for sure someone will come with an official answer... sorry for my post .. i was kinda rude i think..

  • can you show a event sheet screenshot of the function ur using?

    im pretty sure you forgot to change the names of the variable... in which case there is no need for functions really... you'd be better doing it trough a boolean or just a simple variable local or not..

    ... good morning BTW just waked up... coffee time here well not really 4pm lol... but this is my hr when i wake up so.... ... brb

  • would you please tell me where to change the title of the post, did not find how to change

    edit the original post you did here... the very first on 1st page then change the title from above

    make sure its in advanced editing

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  • Just an observation: I'm using global variables instead of tables and matrices to raffle the mini-games, as the random generation is temporary and disposable. That is, the only variable that should be stored in the game is the High Score, so I'm opting for Local Storage.

    What do you think? ^^

    the local storage is as good as you want it to be.

    if you want in future to change to a online storage platform, then youl have to tweak a lot of things, which will become tedious at some point, but if you take some extra time now while your in development and push it into the online platform will make your life easier in future if you have a cheap way for maintenance... there are a few and u could do it on a free hosting service also... but that will involve ajax and php scripting and its kinda a head ache

    im glad you find the info i posted helpful, im happy to help

    P.S remember going on online platform is easier later, but kinda frustrating, if you never worked with this kinda features.. since you have to learn trough documentations and tutorials... but its possible... trial and error that will make you uncover new skills you need in this domain... Cheers

  • sadly i wanted to have an answer for you but i dont... in fact i just heard of it right now... so i added some information to help you guys up if you are willing to put up the work....

    i have pulled the Official SDK and Documentation from the official GitHub Repository for those who are interested into building the plugin... but not sure if it will work.. since im guessing will check if its compiled using Unity Engine... but if you guys can work around that ... wold be great to have it shows potential ...

    SDK

    Documentation

  • what? more specifics please? i cant really comprehend what you mean by that.. if you mean by a performance bench you can try the debug mode... if not please rephrase

  • based on what you said... in your system you have created you have 10 games in 1 bigger game that uses some Global variables and resets them ... thats because all Global variables you set for each game have the same name... if you want them to reset for each individual game..you will have to redo all you games even sheets...

    the people above this post already gave a spot on response... but then im guessing and hoping you want more info how to make it work again i guess? (its not that i mind to share info... its just i already typed the info you wold need before i typed this message here above... and its a waste of 700 words if you know what i mean..673 actually but who is counting..... hah....... 3515 characters...nevermind a bad joke....... wold look bad .... )

    adding new global variables to take the place of the original one... so lets say your global variable is Score

    now if you have score for all when u reset the score in one of the game it will automatically reset in all of them .. cause its global... i hope it makes sense... if i dident lost you on the way here... then lets continue..

    now in order to avoid that the simplest way is to set for each game... different Global variables... such as Example of game with its own global variable : MarioPacking > Global variable Score ..... Game nr N .... MarioPackingGuns > GlobalVariable Score2 ... and so on..

    that is the easy way...

    now if you already went and done some SQL databases or worked with the score and saved it in some Arrays or Tables ... you can add a Global Variable ( number) and set it for each game to a number to keep it simple lets start pointing them from 1 incremental to last game in ur list..

    now when u are saving the score.. on each start of a game ...set the new variable to its number ( game 1 variable value 1 and so on..)

    now once you have that the proper saving wold be to check the number for the game... so if you are in game 1 and variable value is 1 save game Global Variable in Table 1

    if game over and in game 1 and variable value is 1 then erase Global Variable from table 1

    and so on... this way ... you work with 1 global variable in all your games... but you need an Array or some SQL database .. to create Tables in... if you know how to make it work with C2 ...if you dont know how to work with it ... or it is not necessarily then forget the bellow text

    but if you did used it... and dont know how to setup the Tables... sadly i cant cover that part here... but you can find a bunch of tutorials... and also there is a new plugin called Photon.Cloud i think or just search for Photon...basically it does the SQL databases and the score tables for you already ... or not quite but lets u connect it to your C2 game easier then trough Ajax... you just need to add tables with names... which is very visual and easy to understand similar to Construct2 event-sheet then you take a API key and some hidden encrypted code.. you have for each database add their plugin in your project.. and the secret keys in its preferences and your good to go.. you wold need just to call ur tables for updates and set their values.. they even have a example capx.. its pretty decent... but i think you will be better with the easy way i guess... if you dont want to go on online databases to just save some numbers... which will be kinda hard for future maintenance .. since will be more costly then local saving..

    hope i was in the range of your discussion ... and this is still an issue to respond to... if its already solved please Add [Solved] in title of topic.. have a great day and good luck with your project

  • try using a variable.. the repeat X times.. its just gonna respawn as many missile as you tell it to multiplied by 4

    in order to stop spawning it... after it spawned 4 times.. considering there are no other similar sprites on screen... you can do a condition check... that counts how many sprites of the same type are on screen... Example :

    Condition - when mouse click -(or every 1 second how you want to be)

    - if sprite.count<4

    Action create actor sprite at x y

    that means every 1 second if the missle count is less then 4 will automatically create another 1 till are 4 on screen... hope it helped you...

    you can disable the condition triggering by placing it in a group and enable the group when you want it to happen...

    lets say if Spacebar is pressed Set group shootmissile active

    if sprite.count - greater or equal with 4 ... Set group shootmissile disabled

    you can also do it by using a boolean its same thing.. just you'd have to say when spacebar is pressed set boolean to true...

    and when the count of the sprites is equal or greater to 4 set boolean to false

    now if you want the sprite when spawned to have a delayed space between them if you dont know how to count the space in pixel.. you could calculate it visual by adding a wait period... of 0.5 lets say and let the whole creating system you just created to happen every tick.. with a delay of 0.5 between each creation of a sprite... that way youl have all sprites spawning at different spaces from each other... and you wont have to worrie about them overlapping...

    hope it helped you, and i hope i was in the area of your question. please add [ Solved ] in title of the topic if its already Solved laoniustudio

  • its awesome.. its interesting short game, turns to be a bit annoying but its good.. has that addicting effect flippy bird has.. or most of small games of this type have.. great job

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  • it have workt! the only thing is that it doesn't spawn more than 20... do u know how?

    yes it wont spawn more then 20 cause the main condition will be maxim 20 right? so if you want to spawn 100 change the number to 100 and so on

    hope it will work

  • you can trigger the creation of platforms if the platforms can be destroyed so lets say you have a targeted platform numbers that will be 20 that will be the condition when the platforms will be start to get created if they are lower then that number so the condition will look like this

    If platforms.count (<= lessorequal) 20 -------> {Action} create platform at X Y

    this way whenever the count of platforms are less then 20 another 1 will automatically be created..

  • dont worrie you started well and seems you have a good idea of what you want, its just i dident seen enough details on why people should join.