grigrizljac's Recent Forum Activity

  • Agree, that would be useful.

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  • Interesting that I didn't find this thread before ...

    Title: Square Eater (https://itunes.apple.com/si/app/square- ... 81223?mt=8)

    Price: $0 (free)

    Wrapper: Intel XDK (Cordova)

    Forum thread: square-eater-ios-android_t121784

  • Read some tutorials, look at the manual, and/or do an actual proper search.

    Your question isn't a clear one either, and is very broad.

    I guess mahdi71 wants to have a condition On any error, On any progress, On any completed – without tags.

    Let's say you have 3 ajax requests, each one with a different tag (let's tag them "Req1", "Req2", "Req3").

    Now, the user would like to execute some actions, no matter on which request completed/error/progress. Right now, it seems like the only option is to have

    On "Req1" completed OR On "Req2" completed OR On "Req3" completed -> action[/code:g6dumu0l] but that's very time consuming if you have lots of requests/tags.
  • OK, part of the solution to this... if I export the project with NW.js then it works... but if I export it to HTML5 it doesn't (I've tried directly from the folder on my desktop or uploading to my public dropbox folder).

    Is there a way to write external files in HTML5? Maybe not using NW.js, but other method?

    Conditions and actions of NW.JS work only if you preview with NW.js and/or export as NW.JS.

  • (I'm pretty sure, he cannot reproduce it. Again. Because in his own paradise all works well).

    That's technology and Murphy's law. It doesn't work when you need it; it works when you want to show it doesn't.

  • I have some mixed feelings about C2. At first, I'm very happy I found it, it's incredible and everything.

    One thing I'm somehow frustrated is, however, that I can't export my game to iOS without the status bar. On the website, it says it can be exported to iOS. With this, I expect to export without problems like this. It's like you go into a bike shop, buy a bike the seller says you can ride it everywhere, but then soon you realise you cannot ride it on some roads (let's say you cannot ride it on the street to your home, but you can ride it on the street to the shop, and no one knows why; they both look similar).

    Anyway, I'm happy about C2, it helped me make many things and learn a lot.

  • I think dictionary is very useful especially for things you have to save. I use dictionary for the things I need to save; save as JSON to LocalStorage, load from LocalStorage, so I have only 1 key. On the other hand, I use variables for what I don't need to save.

  • ... Can I update my game on Google Play with CooconIO APK if I the game was wrapped with IntelXDK earlier?

    No you can't. There are two reasons (at least I know only two). First of all CooconIO has no option to edit app version (this is actually a good thing, cause CooconIO does it for you automatically, where with IntelXDK you had to remember to increment the ID before you publish your APK). And the second reason is that there are different sign certificates and Google Play refuses to accept the APK with different certificate.

    So if you are on alpha/beta stage, you can always remove the app from Google Play and create it again. If your app is released to production already then it's too late. At least I don't know the way to do so.

    I guess (only guess, don't know) it may be possible if you can import your own certificate to CocoonIO. You can ask Intel to give you the certificate that is used to build your game. If possible, then import it to CocoonIO.

  • See also, as one can reset a global variable, and no reset all?

    I guess the only way to do that is System|Set value to 0 (or whatever you have at start).

  • I don't exactly know, what you want to do, but as I see, you don't save all the keys to the storage (you request 7 keys, but later save only 4). What I also see is that you enable group "Group", but you don't have a group called "Group". I'd recommend you trying to figure out the LocalStorage on a small example, just a few basic things at first, then the things you need (maybe some random input or so). Then you'll be able to transfer your knowledge to this project.

  • Update: the sound plays when headphones are plugged into the iOS device but don't play without headphones or earphones. I still don't know why the sound isn't playing when there aren't earphones plugged in.

    Make sure your iOS is not in mute (check the slider on the side of the iPhone or Control Center for an iPad).

  • I guess you already have a variable for coins. What you have to do now, is this: one way is to use modulo. I think that's the simplest, because you don't need any additional variables.

    Add an event:

    System|Compare two values: Coin%100 = 0 (and) Trigger once while true -> System|Add 1 to Life

    (Assuming Coin is the variable for coins and Life for lifes)

    https://www.dropbox.com/s/yyaxf6pw0emqt ... o.jpg?dl=0

    Maybe you may want to add another condition: Coin /= 0, so 1 life isn't added on start when you have 0 coins.

    https://www.dropbox.com/s/gyhd4vxhz3u6y ... 2.jpg?dl=0

    What is modulo?

    Modulo is actually the remain of dividing. In C2, it is represented with percent sign (%).

    Example:

    50%100 = 50 (50/100 = 0, 50 remains)

    100%100 = 0 (100/100 = 1, 0 remains)

    200%100 = 0 (200/100 = 2, 0 remains)

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grigrizljac

Member since 25 Jul, 2013

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