mikehive's Forum Posts

  • Sound always plays at full volume (0db). You can only decrease it: -5, -150,...

    *smacks head* I can't believe I didn't know that! That would explain why some of my quieter sound effects are refusing to make themselves heard :p

    Time to go boost them in Audacity and reimport methinks

  • Can you post a capx, or a picture of your events?

  • Put the zombie and the life bar in a container <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> https://www.scirra.com/manual/150/containers

  • My pleasure

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  • You may be able to fix this blurry problem by going to your project properties and setting 'Sampling' to 'Point'

  • Was this what you wanted? http://mikelaraman.com/misc/bounce_floor.capx

  • Um, you could try

    Bob On platform landed > Bob simulate control 'jump'

    Basically makes the game automatically jump for you every time you hit the floor. I'm surprised the other method didn't work for you though, I tested it on a throwaway project here. If you can post another capx I'll see if I can sort my system out to let me open it

  • I can't open the capx because you're a version ahead of me but all you need to is (for clarity I'll say your platform object is called 'bob')

    Bob On platform landed > set bob vector Y to -bob.PlatformJumpStrength

  • Probably you just haven't put the life bar in the right place. It needs to be somewhere in the top-left of the layout, within the area marked by the ------- dotted lines. If you can post a .capx I can have a look for you

  • Put the life bar on its own on a new layer above everything else and give that new layer a parallax of 0,0

  • I'm sorry, I've read your post about five times and I'm not understanding exactly what you want to do?

    Perhaps I need more tea :p

  • And if you want to copy the flashlight and have the new one also have its own beam, use containers <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> https://www.scirra.com/manual/150/containers

  • Orrrrr, what about putting all of your trophy data into array cells rather than individual variables, and then just saving out the whole array to JSON and putting THAT in storage? That's probably an even better idea

  • You might be able to do a thing whereby you put the variables for all of the trophies into one string in storage and then parse them back out with tokens.

    [quote:mp3b8pik]

    On start layout > Check "key_trophies" exists.

    On Item "key_trophies" exists > Get item "key_trophies"

    On Item "key_trophies" get > Set "trophy0" to tokenat(localStorage.ItemValue, 0, "~")

    Set "trophy1" to tokenat(localStorage.ItemValue, 1, "~")

    Set "trophy2" to tokenat(localStorage.ItemValue, 2, "~")

    Set "trophy3" to tokenat(localStorage.ItemValue, 3, "~")

    etc

    On Item "key_trophies" missing > Set all trophies to 0

    and for unlocking

    [quote:mp3b8pik]On Item "key_trophies" get > Set item "key_trophies" to trophy0 & "~" & trophy1 & "~" & trophy2 & "~" & trophy3 (etc)

    So what you're actually putting in storage is just one string that might end up looking like this: "1~1~1~0~1~0" etc, where each number represents whether or not you've got trophy 0, trophy 1, trophy 2, etc.

    This is off the top of my head so the logic might be a bit wonky but that's the approach I'd take. You might be able to do a crafty for-each loop or something to simplify it further too

  • What about temporarily disabling the movement of the player object at the start of the dash, using another, much faster object to perform the dash, and then repositioning the player object to the new location of the dash object?