Kyatric's Forum Posts

  • The issue might come from either the fact that you aim an iOS device that actually currently has its space drive close to full and do delete the local storage space in order to get more free hard drive space (solution there is to burn all iOS device on the planet so no one use them anymore).

    Otherwise, you do have something going wrong on the execution start of your application where, you are putting default values no matter what.

    Consider posting your code/capx so that people can evaluate what issue may be the correct one.

  • You are correct about physics not interacting with platformer/solid/jump through behaviors.

    In your current code, the issue with the inactive ball is that it is not set to stay in place.

    I would modify it so that inactive ball gets the immovable property as well. This way, they are still an obstacle, and give the visual impression to rest on the platform, when the platform is actually loosing its physics consistency to let the lower ball come through.

    I added a "Set physics immovable" in the "DIsableBall" function and a "Set physics movable" in the "Ball is Active" (event 4) of the main Event sheet and this seems to do the trick.

  • It depends on how you have implemented your game so far, but there are already examples of implementation of such a feature in the forums.

    Try to make a search using the keyword "Top down" "GTA" "Vehicles" in the request and you should find some examples.

    Otherwise, it is mostly an idea of when you are not controlling the character itself, you hide it and make the vehicle the object you control in priority.

    And once you get out of the vehicle, you make the character object the main priority for controls again.

    Using boolean variables, to handle the current state of the game is key in that process.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Search functions could have been of great help here.

    Searching the tutorials for example would have given "How to code monster loot drops" as a result which is exactly what you are looking to do.

  • An almost completely working example

    Hopefully should be enough to put you on the correct tracks.

    I've modified quite a lot, but left your original code and structure in, disabling it.

  • You are having a single variable keeping a single UID.

    In that case, only a single instance of a weapon is picked.

    Either keep the UID for the "selected weapons" in an array, or use some boolean variable of sorts.

    This way in the shooting event, you can pick each weapon instance one after the other, according to the number of UIDs stored in your array.

  • I'd recommend to simply make the button purchase visible/invisible instead of destroying it.

    Whether you are using only a single one or have a different button per tower instances.

  • You have the browser "On suspended"/"On resumed" conditions that could do the trick.

    As far as I'm aware, alert dialog are not suspending the application, as they are actually part of the OS/browser (Browser alert), so using the before mentioned conditions should only apply when you are actually "suspending" the execution of the application, going to do something else (checking another application, receiving a phone call, etc...) and so should be the best way to go about things.

    Otherwise, I don't believe there are internal flags or messages that allows you to check "where you are resuming from".

  • Are you sure your layer "player" is at the same ordering position in all layouts ?

    Is it in front (on top) of background layers you don't want it to appear under ?

    Is your player object global ? Is its layer propery set to "player" (name of the layer) and not a number ?

    You should consider posting the capx of your project as this will be easier to investigate and tell you precisely what may be going wrong.

    For examples of how to properly use layers, I'd suggest you check out some videos from the C2 Academy, they'll show you how it works exactly.

  • An easy and logical solution would to use underscores "_" instead of spaces in the names of functions/animations and whatever.

  • Using the search function of the forums with the keyword "swipe".

    I found directly after your topic this one that seems like it contains exactly what you could need, doesn't it ?

  • There is a communication issue here.

    What exactly do you mean by "make 3 shots" ?

    Do you mean you want the player to be limited to 3 attempts at shooting or do you mean for the player to shoot 3 projectiles at the same time ?

    As you stated this is the basic code from the example.

    That example does not contain any limitations about the number of shots the player can take.

    If you want to limit to 3 total shots, then simply add this limit yourself.

    Add a global variable "ShotsFired".

    In event "On touch end" Add 1 to ShotsFired.

    In Event "isAiming = 1" add a condition to check that ShotsFired is less than 3.

    This will limit your player shooting more than 3 times.

    This is because of how events work.

    The event sheet is read from top to bottom, the conditions for each event are checked, and if they are true the actions are executed.

    If any condition of the event is false the actions are not executed and the sub events for this event are ignored as well.

  • Then sorry, but you are doing it wrong.

    Consider posting the capx for your project. Without your code and the exact configuration for your project, there's nothing more we can help you with.

    Again, make sure the action is triggered by a user action, this is critical for certain devices.