Kyatric's Forum Posts

  • Use the Function object and make functions with it.

    Have the root foler execute a function "InitPlayer" that is situated in the Player "folder", and a function "initEnemy" situated in the Enemy folder, and so on.

    Don't hesitate to add prefixes to the names of your functions to "situate" your functions (for example Player related functions could start with "PLA_").

    If you have 3000 events, you have possibly room to actually refactor and simplify a lot of your code and using the Function object could be the first thing to do on that track.

  • Host your capx file on some online service (dropbox, google drive, prefer services that offer the download in one click, without ads and so on) and provide the public link to the file in a message posted in the forums.

    As you are a new user, posting the link make sure to either post it as plain text putting spaces in the url so it isn't simply deleted by our spam filter, or consider earning quickly enough reputation to be able to post URLs.

  • I'd say the issue comes from the wait command here when you are trying to stop the tag.

    The moment the action is actually performing, the temporary "tag" is forgotten, hence why it doesn't stop.

    A solution that seems to be working is to set the tag in a temp array :

    Example capx (r237)

    Also a note, even though you are making a big random number, in the absolute there is the possibility that you may end up with two different sounds having the same temp tag. You may want to "lock" that as well with an array too, that would allow you to prevent the same two tags from being used at the same time (before playing your sound you generate the tag thanks to a recursive function if the generated tag is found out to already be used).

  • Is your project set to preload all sounds on start ?

    If so, that's maybe a property of the project you want to turn to "No".

    This way you may preload only the sounds you need at first, allowing for less requests toward the server at once, and preloading "as you go along" navigating through different layouts and preloading sounds you will need in the next layout.

    That might be worth a try and would be less recoding than the major regrouping you are attempting.

    LaDestitute - Using only a single audio format (ogg), if you are doing a web game that could possibly be executed on Internet Explorer/Safari, is not a proper solution.

  • Moved to "Website issues", because in the end the topic is about a feature/design suggestion for the website.

    No.

    If you own C2 you'll likely get a discount for C3.

    No sure infos, mostly speculations.

    Scirra guys will let us know about the exact license system and fee when they feel it is appropriate to do so.

  • The capx did work, but it required some adjustements.

    Here is a version made in r237 that does the job : ContextualMenu_2016.capx

  • This might be a bug Tom should have a look into.

  • You are asking for mechanics to fix a car without having a look at what is under the hood just by explaining them that your car is not working and is red, and hoping it is enough informations for them to be able to fix it.

    I hope you understand how you not liking to provide sources for your issue can not end up in you being helped.

    As it stands, your best bet is to actually provide your project so it can be investigated.

    I'm afraid your current description of what is going on is too vague otherwise.

  • Old school example from the "How do I FAQ"

    [quote:1ttjgtwp]Do a contextual menu in events - LINK

  • You should consider to have a dead zone like on gamepad.

    I guess you are having your animation change action happen if the tilt is between value A and value B.

    Make sure that A is further from 0 (or from the origin value) to prevent the animation change to happen too often (the player has to tilt the device intentionally in a specific direction).

    Add such an offset in the other direction as well, and possibly to any other direction you would need.

  • Drca: Text.TextWidth should be the actual width using the current font's size.

    You may need to add a "Wait 0 sec" system action between the change of the text's content and the Text object's size.

    The command will skip a frame, update the content, and return the appropriate size of the new content.

  • You should learn to use instances instead of so many different object types as well.

    Again you are overcomplicating the overall game's logic with so many object types at the moment.

    Then check the How do I FAQ for example of picking and check this tutorial on how to make a cooldown bar that can be used as a health bar as well.

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  • jsutton: this is a year old topic, so consider providing more informations about your specific issue.

    The best would probably to post your capx so other members from the community can investigate it.

    The example in ramones' post is the valid way to go though:

    "Some text" & The_Variable & " Some more text" & The_Other_Variable

  • Just consider posting your capx, this will be the easiest way to investigate what is going wrong and what appropriate solution can be applied.

    Although I do believe the description you gave indeed sounds like a picking issue that badmoodtaylor hinted at.