dop2000's Forum Posts

  • This won't help! Because there can be only one record for App ID in the manifest.

  • Browser app can't access the actual file path for security reasons, that's why you get an URL. If you need an actual file path, you need to build the game for desktop and use NWJS plugin.

  • It will be very difficult to fix or update system saves. I suggest making your own save system - saving only the essential information, not everything. You can save it to Local Storage or to a file.

  • Like I said, Admob App ID needs to be in android manifest. You can't change it in runtime.

  • I believe App ID needs to be declared in android manifest. Therefore it's not possible to have two App IDs, or to change it with events.

  • You can't add this plugin twice. You'll need to release a new version of the app with a different Admob ID.

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  • Is it possible to use a "probability table" to get 2 non-repeating valor too?

    Of course.

    AdvancedRandom.Permutation(0) will give you the first random number.

    AdvancedRandom.Permutation(1) will give you the second random number.

    AdvancedRandom.Permutation(999) will give you the 1000th random number.

  • winstreak That's super complex and extremely ineffective solution. What would you do if you need 20 random numbers?

    There is a feature called "permutation table" in the official AdvancedRandom plugin. It's pretty easy to use. Here is an example of getting 4 non-repeating numbers in the range from 1 to 10:

  • How to add different cost to different tiles in same tilemap?

    This is not possible with the official PathFinding behavior. One object - one PF cost.

    You can do this with the EasyStarJS addon.

    But if you decide to use the official behavior, you'll need a second tilemap.

  • You can use Browser object.

    Every 5 seconds : Browser invoke download of string SpriteFont.text

  • But I didn't understand how I can make the enemies shoot using time

    Timer behavior. The same way you use Timer behavior for other actions. Objects can run multiple timers at once.

    Enemy start Timer "fire"

    Enemy On Timer "fire" - Spawn a bullet

  • "Every 0.4s" doesn't work per each enemy sprites. It's like a system timer, which runs at strict intervals while there are any enemies in "attack" mode.

    Since enemies enter the "attack" state at slightly different times (because you have random walking duration), for some enemies "every 0.4s" event will trigger three times, and for others only two times.

    I suggest using Timer behavior for firing bullets too.

    Also, the way you are moving the enemies is weird. You are restarting Tween on every tick in "Is timer running" event, this is not how Tween is used. I suggest replacing it with MoveTo behavior, and only start it once in the same events you start the "walking" timer.

  • It's most likely you've installed wrong versions of the addons (older or newer). Try installing other versions.

    If this doesn't help, it's possible to manually remove the conditions and actions from the project files. Make a backup copy of the project, extract files to an empty folder, search the event sheet files for IDs which are mentioned in console log, for example "on-simple-read", and carefully delete the whole block from the file, preserving JSON structure.

    This will allow to open the project, but you'll have to re-add deleted conditions and actions again.

  • Make sure all your scenes are below and to the left from the layout left edge.

    There is also a better version of the demo, where you can configure scenes as templates and store them on a separate layout.