dop2000's Recent Forum Activity

  • raymond91 , It may sound stupid, but check maybe this behavior is already added to the object?

    Or it could be added to the family, if the object is part of the family.

    Timer behavior has no properties, so it's hard to notice.

  • You can use Touch.AngleAt(0) and Touch.SpeedAt(0) to recognize gestures.

    Here is a demo I made for another post:

    https://www.dropbox.com/s/tetv3j8m1psww ... .capx?dl=0

  • Check the tutorials section or google "construct 2 quiz", there should be lots of examples:

    https://www.scirra.com/tutorials/all

    As for the roulette, here is a demo:

    https://www.dropbox.com/s/rkdka12tfwcv6 ... .capx?dl=0

  • Pretty sure all sprites (visible, invisible, off-screen, with all their animations) are loaded into memory on start of the layout.

    You can easily test it - put several big sprites on the layout, make them invisible, run the project in debug mode (Ctrl-F4) and check memory usage.

  • I hit this bug again today and it took me almost 2 hours to figure it out!

    This time it was a bit different. I have two sprites in a container, and an event like this:

    Sprite1 DragDrop is dragging
    
       Sprite2 var=foo    -> Sprite2 set x to 100
       or
       Sprite2 var=bar
    
       Else        -> Sprite2 set x to 200
    [/code:3lirp5ur]
    
    The Or-block and its Else part are supposed to test only one instance of Sprite2 (the one in the container with Sprite1 which is being dragged).
    But instead, these subevents sometimes pick some other instances on the layout...
    Changing the Or-block to "System compare two values: Sprite2.var=x | Sprite2.var=y"  resolved the problem.
    
    @Ashley , will this ever be fixed?
  • I also though it was hard, until I discovered Tutorials and FAQ!

    https://www.scirra.com/tutorials/all

    how-do-i-frequently-asked-questions_t63692

  • Two ways to do this:

    1. add "shotDamage" instance variable to your shot sprite. When shot is created, set shotDamage to some number (how much damage it should deal).

    When shot hits an enemy, subtract shotDamage from enemy's health.

    2. When shot hits the enemy, compare shot's animation name and/or animation frame and decide how much damage it will deal.

    Something like this:

    Shot On collision with Enemy

    ...Shot animation "BigBullet" is playing -> Enemy subtract 100 from health

    ...Shot animation "SmallBullet" is playing -> Enemy subtract 20 from health

  • In the future you need to save your project as single file (capx) and share just the capx file, not the entire folder.

    I modified your "autosave" file, so it might not be the latest version of your game:

    https://www.dropbox.com/s/fsndp78ierdqo ... .capx?dl=0

    You should spawn new towers from "TowerDisplay" object, not from Tower1.

    I also removed all off-screen objects and moved them to an unused layout. This way they will not interfere with your game.

    When you add new objects, place them onto that Assets layout.

  • I think the link you posted is invalid. (and yes, I removed * from https)

    It's asking me to login to my school account (?)

    Could you re-appload your project to another service, like dropbox?

  • Your links got shortened and not working.

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  • I'm asking for an advice. Almost every popular mobile game has FB button these days.

    So I guess my real questions is - do players need this button? How many of them are using it (connecting, competing with FB friends, posting updates on their walls etc.)?

  • You probably have an error in your code.

    For example - you set item in local storage, then immediately change layout where on start of the layout you are trying to read the same item. I've seen mistakes like this many times.

    Local Storage events are asynchronous, which means they require some time to read/write data. You should wait for "On Item set" and "On Item get" before making new Set or Get requests.

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dop2000

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