Sometimes it can fail but it doesn't mean a bad export. Trying again usually works.
Pretty much https://dl.dropboxusercontent.com/u/495 ... ella2.capx
Beware of events that override every scenario. If you say play an animation on platform moving then it will not matter if you're pressing a key later on while moving.
Yes take a look at this https://www.scirra.com/tutorials/583/ea ... g-an-array
So it is a tower defense game? Looks good. Since you can't control the fighters I guess the strategy will come in with which building type to spawn. Is the distance a factor or can you place the buildings only in certain locations? I am currently making a game where you can move the characters to fight 1on1 like this but it's more about the construction as it used to be a theme park sim.
You are probably looking to use an array inventory, complex at first but useful once you know how. Check out the manual and some tutorials on how to create an inventory from arrays. If you pick up an item that's on the ground you would then add it to a slot in the array. The array can store the stats of the item etc
On weapon created, weapon.strength = choose(a,b,c) will give strength a value of a or b or c. The stats will just be instance variables, you add them to the object in the creator. You could create a family 'weapons' and add family instance variables such as name, level, strength, damage etc
Something along the lines of :
On sprite clicked, if variable = 1, do upgrade, start timer.
On timer started, set variable = 0 (locks out the above)
On timer ended, set variable = 1.
You've shared the .caproj, we will need a .capx
Yes if you use local storage it should just create the key data on the mobile device in the same way. Once you have it working with the preview (run layout) on the PC you will likely see it working on the mobile app unless something went wrong along the way with the third party plugins, I guess that would be a separate issue. Ensure it is working on preview browser first, if your data is refreshing every time then there's a problem with your events.
In terms of what you're describing for the save data. Couldn't you just save one variable that unlocks stages of your game based on what the variable is? i.e. if the variable is 3 then levels 1- 3 are unlocked.
Web storage is redundant now and just the name for the old version of local storage. If it has cleared when it loads I think it isn't working correctly, it should save data. I might have to make a capx to check but as I recall the browser data is still stored on preview. To clarify, local storage is game data, usually 'keys' stored locally in browser data.
That's just for display purposes in a menu but yes I guess so, text can display broadsword.level. The variables will be whatever you need for the gameplay, if the damage and strength both matter to the gameplay then you will need them. The text can be displayed in one or separate textboxes depending on how you want your inventory to look.
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Broadsword has a 'level' instance variable. Character has a 'level' instance variable. On Broadsword created, Broadsword.level = Character.level.
You should be able to check if it's working correctly with preview.
Nice! Anything inspired by Earthworm Jim should be goooood
haha nice! I'm working on something similar to this at the moment, I suck at art though so only the mechanics are in