Badmiracle's Recent Forum Activity

  • Create a Family with all the sprites. Then run a System > For Each loop SpriteFamily. i to SpriteFamily.Count (I think) GlobalVar + SpriteFamily.Size then divide the var by SpriteFamily.Count.

  • Kyatric Thanks.

    I've got a question,

    Would LocalStorage be my best bet for saving things like the users High Score? I've followed the basic tutorial but it seems that there is a slight millisecond delay when the game starts during the time between fetching the LocalStorage key and displaying the amount on screen (as a Sprite Font Text object).

    On Start > LocalStorage: Check item "highscore_key" exists
    LocalStorage: On item "highscore_key" exists > System: Set HighScore to LocalStorage.ItemValue
    On game end.. > LocalStorage: Set item "highscore_key" to HighScore[/code:9ija0ov7]
    
    Is there anyway to make it instant?
    
    Thanks.
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  • Hey,

    Not bad!

    Few suggestions

    • Add a "Tap twice to double jump!" notification in the bottom left (White text with reduced Opacity that flashes) make this notification go away once the players High Score is > a certain threshold.
    • Remove the game over timer - the player must wait on the screen that says "Error!" for far too long it seems - they may lose interest early in their first few attempts because of the longer than average restart game wait.
  • Hey helpful readers,

    I am currently working on exporting my game to mobile devices (iOS and Android) and I would like to know how to create a save game feature which simply saves the users High Score, Gold, and In-App purchases when the app closes.

    I've noticed that the popular Save game action doesn't save In-App purchases (as written here: https://www.scirra.com/tutorials/526/ho ... -savegames). What does this mean exactly - are In-App purchases saved automatically? Surely there is a way to save the users purchases, could someone explain how?

    I am also looking at integrating Game Center for iOS score keeping and Google Play Leaderboards as well. I guess my main question is, why does this all seem like such a huge task, is there anyway to simplify all of this or am I over complicating it?

    Thanks guys.

  • Yes.

  • Sure. I am trying to add Mobile controls to a game that would otherwise be played on a PC using the Keyboard. So for movement I have:

    Right key is down OR (Touch.X > LayoutWidth/2 AND Is in touch) Then

    ... Do stuff for moving right

    Left key is down OR (User Touch.X < LayoutWidth/2 AND Is in touch) Then

    ... Do stuff for moving left

    etc.

    The reason I have to include "Is in touch" is because it appears that Touch.X may be true even if Is in touch is not..

  • I could - I was just trying to avoid having to call the actions multiple times. Is this a limitation of C2 btw? I'm thinking OR blocks shouldn't make the entire event use OR's but instead be condition specific.

  • What a great approach

    However, the conditions I'm using aren't simple expressions - they are Keyboard and/or Touch conditions. I am, not sure if it is possible to do something like "If right arrow key is down" in the first field. So, my solution is to set a boolean every time the right arrow key is pressed. Would this be an alright solution?

  • What I am trying to do in a single event is this:

    if THIS1 OR (THIS2 AND THIS3) then... do something

    If I make an event an OR block then it seems I cannot create AND conditions anymore. I know how to solve this with subevents but that would require me duplicating the actions for THIS1 and then THIS2 AND THIS3.

  • bump

  • Seeing as I'm not 5 I don't really have a favorite color.

    What you can do is read up on the psychology of colors in branding.

    Maybe this will help: http://www.helpscout.net/blog/psychology-of-color/ - Might not be the best resource but scour google for better results.

  • Okay,

    So what would the order of the logic be?

    Sky starts off as light blue (frame 0)

    //22 Sky is Pink (frame 1)

    //23 Sky is Black (frame 2)

    //24 Sky is Gray (frame 3)

    This somewhat works but makes something weird happen. The left half of the game window background fades to the proper color but the right half transitions to the proper color instantly.

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Badmiracle

Member since 31 Aug, 2015

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