nettemple's Forum Posts

  • I am not certain. I do know there are some issues and I am in the same boat trying to resolve as well. If I find a solution - I will let you know (you do the same). I believe there are other threads here that are addressing this as well. I will look for them.

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  • I have a game fully developed but am a stickler for optimization and efficiency. I am looking for a C3 Guru who is a master of the Events and programming to assist in optimizing my visual code and assisting me in taking it across the finish line (Placing on iOS and Android App stores). I need specific expertise in implementing IAP and Ad monitization. Built in C3.

  • Does this help? "Implementing In App Purchases (IAP) in Construct 3"

    youtube.com/watch

  • Now thats excellent support and help - excellent sample file! Dop2000!

  • On the iPhone, the safari browser presents error as "A problem repeatedly occurred on "http://preview.construct.net/#5gbqmhij".

    Not sure if this helps or means anything for guidance?

    I will troubleshoot a bit more before sharing my sheets only because it is quite extensive and I don't want to ask that of anyone, yet :-) ... Let me see what I can find...

    Thank you and stay tuned...

  • Efficient suggestion - I used that and it worked perfectly.

  • This what finally worked for me:

    arrayNames.at(floor(random(arrayNames.width)),floor(random(arrayNames.height)))

    Supplied by SQUIDDSTER at:

    construct.net/en/forum/construct-2/how-do-i-18/select-random-variable-array-47277

    Thank you Squiddster!

  • I found this for possible solution: construct.net/en/forum/construct-2/how-do-i-18/select-random-variable-array-47277

    Basically this:

    arrayname.At(int(random(10)))

    But you must know the length of your array (i.e. 10)

    UPDATE::::: ACTUALLY THE ABOVE SOLUTION IS NOT WORKING FOR ME??????

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  • Works great! Now to push it further.... How can I pull out a random entry from the array or dictionary...

    Logic like so based on your comments:

    Works as static: arrayNames.At(2)

    Desire this though:

    arrayNames.At(+int(random(0,4))+)

    //// So the desired result might be:

    arrayNames.At(1)

    or

    arrayNames.At(4)

    or

    arrayNames.At(0)

  • I have two layout:

    1_ Splash screen

    2_ Select Character

    3_ Game

    When Construct loads in Remote Preview mode (on iPhone), It shows 1 propoerly then after 2 seconds goes to 2 properly, but when I hit PLAY button (in layout 2), it recycles back to the 1 and then 2, but wont go to 3.

    Note: It only does this when previewing remotely on Phone - playing and testing in browser works fine - no issues.

    The only thing I can think of is I have a GLOBAL event sheet that I "include" in layout 3. This means I have a ON START OF LAYOUT in both event sheets - "global events" and "game events"...

    It is hit and miss. I restarted browser, flushed cache, and then it worked fine via remote. Then the issue started again. I repeated restart and flush, but this time the issue persisted.

    It's basically flakey?

    Any thoughts?

  • I have a dictionary that stores messages

    0: Hello 1

    1: Hello 2

    2: Hello 3

    I want to set text "message" when an event happens...

    Basic logic is "messages.setText --> dictionaryName.2" (I realize that is totally abstract, but that is the logic I am after)

    Also how would this work from an array:

    Basic logic is "messages.setText --> ArrayAt(2)"

    I just need the proper syntax. Cheers!

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  • Note: In the description below, Obj A is the static object at the bottom of the screen and obj B are objects falling from the top of the screen in a space-invader like style.

    OK - a creative solution - When the collision (between Objs B and Obj A) would happen, I switched the animation (in B) to from "alive" to "die" but sometimes I would get two and three registered "hits" which made my score go up inaccurately (one point per hit). So some hits would register 2 or 3 therefore giving me multiple points - which was not my intention. One collision = 1 hit = 1 point. I was disabling collision on hit and this still did not work (as well as Trigger Once While True) so we out smarted it old-school style based on the comments and creative thinking in the above suggestions(?)

    SOLUTION: When the collision happens, the animation shifts to "die" and in the die animation, I made the collision area 2x2 pixels and tucked it in the bottom right hand corner, thus preventing a second collision from happening. I moved the collision area on Obj A "alive" up slightly so that when a collision happened the "die" collision was already below the Obj A thus making it impossible to hit a second time. I have tested this with dozens of falling Obj Bs and it is spot on accurate. (and no complicated code was required).

    Thanks for the assistance Lesley and Dr Hasan.

  • You were correct - I had to add a "trigger-once while true". Because it was placing particle object repeatedly. It wasn't under an "every-tick" but still repeating because it was being fired by a compare two values (showParticles = true) therefore was continually repeating. A common newbie error. Thank you for your assistance.