Kyatric's Recent Forum Activity

  • Upload your file to an hosting service, provide the public link to it.

  • I'm not familiar with how save works, but perhaps you should try to handle save through local storage by yourself.

    This would help you to set the gamertag directly in the save key name, to separate it and make sure only the save for the current profile is used.

  • You should provide a copy of your project for investigations as what you are currently asking for is a crystal ball prediction.

    For the top left tank on the peer screen, possibly are you having a tank instance in your layout by default that does not get destroyed on start of layout on the peer side.

    If that object has the "bound to layout" behavior, that is a common thing that may happen.

    For the light cast, hard to say without the hands on the project.

    Also, the casting behavior is possibly not designed to be used over multiplayer to be used as fog of war.

    You'll possibly have to make a render on your host, and then pass it on to the peers so they display it in the same vein through multiplayer messages.

  • As you can see in this sticky topic : construct.net/en/forum/scirra-website/website-issues-and-feedback-35/arcade-132925 - the arcade has lots of bugs and is in the process of being rewritten.

  • You are not allowed to share licenses.

  • First off, they are still active, I exchanged emails with them just last week.

    Apparently they had not received an email from another community member who was trying to reach them as well.

    Check their website (http://neexeen.com/) to get in touch with them directly.

    Construct 3 allows you to manage loading of sprites on start of layout thanks to dedicated system actions/expressions/conditions (Memory management) - construct.net/en/make-games/manuals/construct-3/system-reference/system-actions

  • Well, your project allows to move one player with the arrow keys.

    Is that the sequence you are willing to save ? What keys are pressed, in what timing, and apply those to the other player as well ?

    I'm sorry, but in the end it is very vague what you are exactly attempting to do in regards to what you currently have implemented.

    Provide as precise details as you can about what you are looking to do, what you experience your current project doing and how it differs from what you are willing to do.

  • I understand what you meean, however I can see it. It might be my lack of experience. :/ How can I provide my c3p?

    Upload your file to an online file hosting service (for example dropbox, or google drive) and post the public link to the file in this topic.

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  • The simon says example do save the generated sequence and does play it back.

    That's what you are looking for and want to adapt to the specificities of your current project.

    If you provide your c3p, it will be easier to determine exactly what modifications would be required.

    But in theory, you have all the logic you need at your fingertips already.

  • When you encounter an error, or a crash, please do report a bug in our bugtracker, not post in the forums.

    construct.net/en/forum/construct-3/general-discussion-7/report-bugs-amp-post-128538

  • I had done a "Simon says" type of game that "saves" the type of button clicked in C2.

    You can check it out : scirra.com/arcade/tutorial-games/simon-says-2083

    It will be effective on the sequence aspect of things I believe and storing "moves" in an array.

    How to effectively do the job though depends on your project, and how currently your player is setting the actions.

    This will affect exactly what values you are going to save, and how you are going to reproduce your sequence "automatically" afterwards.

  • The Touch object has dedicated triggered conditions.

    In this instance, prefer using "On touched object" which will trigger once a touch pressing down and releasing occurred (the event happens on the release).

    This should prevent the issue of clicking the next button in the next layout.

    Otherwise, do put some delay to your button by setting a global variable "isTouched" for example to a different value when you touch a button.

    As an additional condition to all your button touching events, check the value of this isTouched variable.

    When you click a button and that "isTouched" is false, do the action you want to do in regards to that button and do also change the value of "isTouched" to true, and start a timer (0.25 is a good spot in my experience) that will change back the value of isTouched to false when it happens.

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Kyatric

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