MrClifford's Forum Posts

  • I'll have another play today, spent an hour n half of head scratching yesterday as to why it wasn't working.

    I did try randomising the animation speed yesterday but same issue of random spawns on animation frame 2, sometimes it spawned, most of the time it didn't. Been sat watching the debugger and watching values etc, pain the the bum

  • Hi guys, back to development now the kids are back at school but having a little issue. So, adding some more details etc and currently working on some water droplets that drip from a sprite when the animation = a frame.

    So all works, but, trying to randomise the animation of the same instance so they don't all spawn and drop the water at the same time.

    Every random (1,3) seconds > start animation

    sprite = animation frame 2 > trigger once - spawn droplet at image point 1.

    On animation finished > stop animation

    Obviously this picks all instances so they all start at the same time.

    So upon trying to randomise with a timer, on start of layout > start timer

    On timer, for each sprite.uid > begin animation

    This randomises the time for each sprite, however, not every sprite will spawn the water drop on animation 2.

    If I pick all instances and compare the instances that are at frame 2, then multiple water drops will spawn (assume it's counting all the sprites at frame 2 and spawning the same amount of drops for each sprite, but only want it to spawn 1 (but at all sprites at frame 2)

    Sorry for no image/badly written code, on my phone! Cheers

  • An easy way is to create a global variable that when a user purchases the no ads IAP, this variable is the changed.

    So you could have the GV of noAds = 0

    Incorporate this with you and code as an event stating that if noAds = 0 then ads will be displayed. If the user purchases the no ads, the global variable gets updated to 1. As long as the global variable is at 1, no ads will be displayed

  • If you have added your device to AdMob as a test device, they'll always appear as test ads to your device, just incase you've done this.

    If you've unticked the box and disabled test ads, check on another device and they should be live ads.

  • Just tested something simple of mobile but it works fine.

    If you could post screenshot of your code it will help as we will be able to see if there are any conflicting events

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  • Quick update:

    Levels 40-50 are complete! Storyline all finished off and all translations done, the game currently supports 8 languages and all the sprites are made and exported.

    Now the tedious task of putting them into each frame and making sure I've put the correct language in the right frame (using sprites instead of text to keep enhance the visuals of the text).

    Final boss level is nearing completion with the level mapped out and the challenges required to defeat The Master. Will post a little vid of it very soon

  • Very impressive! Artwork looks amazing!

  • Trying to add a bit of lighting to my project however, it's not working! The demo capx with the simple light layer/force own texture along with a destination out sprite works fine, however, when I try this on my project nothing happens.

    Any reasons why it wouldn't work? Cheers

    Edit: Found the issue. Preview Effects in the main project properties was unchecked

  • A slightly complicated but successful method is to use arrays and functions to call the sounds/songs instead of using the standard audio expressions.

    This way you can control all sounds and music separately, and get rid of that awful clicking sounds that can still be heard when all audio should be muted. I can recommend checking out Advanced Menu in the Scirra Store - this includes a very effective menu select, settings like audio and language select, and achievements/trophies.

    If you purely just wanted audio, create an array that can toggle between 2 values on sound on/off button. Then use a similar code like this as the function that will be called.

    + Function: On "PlaySound" + AOption: Value at 2 = "on" -> Audio: Play Function.Param(0) not looping from Sounds at int(AOption.At(3)) dB (tag "")

    Then, to call the sound, ie a menu click or a bullet firing, instead of using -> Audio: Play bang_01.webm not looping at volume 0 dB (tag "") use the call function like this

    -> Function: Call "PlaySound" ("bang_01")

  • Really cool, well done on 50k+ downloads on Google Play!

  • Let this project slide a bit and have been procrastinating on getting it done. However, back on it!

    Current state of the game:

    Cut back the original total levels from 88 to 70. 40 levels currently release ready, remaining 28 levels have been mapped out, shadow boxes done. Need to add enemies, collectibles, objects. Then to test, test and more test each level to ensure difficulty etc.

    Cut back boss fights from 8 to 7. 5/7 bosses fully release ready, final two are currently being finished this week.

    IAP configured.

    Storyline 70% written, will finish this off this week too. Game description 100% finished.

    Once the storyline has been finished, I'll send that and the game description off for translations to multiple different languages and will hopefully support 8 languages upon launch, with support for more in the future.

    Finally, finish off the respawn system, achievements and polish off any UI. Code the remaining cutscenes for the game.

    Will be releasing a pre-registration for Google Play shortly and will look into iOS pre-reg too.

  • You could add something specific to that level, or just use multiple conditions that if true, will unlock the achievement.

    I'd imagine if you haven't, you'd want a condition to count the amount of gold on level and set it to a variable on start of layout. You can the add multiple conditions say level = 16 and GoldVariable = X amount > unlock achievement, or unlock it in the array. Remember a condition is always an and condition unless you specify the block to be an or condition.

    If your not counting levels with a global variable you could try adding a specific event sheet for this level and including your engine event sheet in this event sheet.

    Hard to how your doing things without knowing how the game is coded.

  • There are various ways you can create in game achievements, one of the best ways is to create an array.

    You can add to a cell array, for example, every level, every enemy killed, score etc. You can then set the achievement to unlock from a locked state when x is reached in that cell

  • As Farlander said use a global variable. Call it restarts or whatever you want.

    You'll then need to save/load the variable every time the layout changes. You could do something like this:

    Sorry for the image layout I did it on my phone not PC.

    You can then check to see if the variable is saving by using the debug feature. It lists all variables, sprite positions etc. Very handy!

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