Kyatric's Forum Posts

  • The textures are kept in memory, as they are downloaded at the beginning of the game anyway.

    For the instances, they get destroyed from a layout to another, except if their "Global" property is set to "Yes".

    As the original issue happens on mobile and depends on the wrapper/exporter though, the issue should really be reported to appMobi who are the best placed to deal about the issue.

  • You probably should reorganize your events to take the change into account.

    It mostly means that in the event/sub event you're creating/spawning an instance, the newly instance is picked, so the actions are applied to this newly created instance.

    But if you add a sub event to the current event, the newly made instance is not picked anymore as it is not created.

    You should rather end the event there (the top level event) and make a new event, picking the newly made instance (by UID or whatever...).

  • Custom/3rd part plugins and behaviors can't be shipped with C2 for legal and technical reasons. They are considered their respective author's property and responsibility that Scirra just can't appropriate as their own.

    With time, the features proposed by those third part extensions get natively implemented in C2, making the extension "irrelevant".

  • Aeris85: You should start a new topic rather than hi-jacking old ones and provide updated capx (uploaded on dropbox preferably) with/for each new question.

    The problem here is that you set the key to a new value before displaying it.

    You're missing some point in your project that first loads the values from the webstorage into the global variable "highscores".

    It's just a matter of logic of the actions here.

    I talk more about this in the "Webstorage" section of my tutorial "Asteroid in less than 100 events".

  • Fixed capx.

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  • Aeris85: You're trying to display a key named "savedHighscores" when you actually have saved in a key named "savedHighscore" (without the ending "s").

    It's simply not the same key.

  • The features of the stable releases will be the features that were implemented since r95. The stable is a release that marks those features as stable whereas beta means the features can be bugged/need to be tested.

    So check the changelog pages from r96 to the current r102 beta releases to see what features will be in the next stable. (Ashley generally makes a complete changelog page for the stable release)

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  • I meant set "Rounding" to "Yes", my bad.

  • The title is wrong.

    The issue is not that the character is invicible (can't be killed), but it appears to be invisible.

    In any start of layout event, just create an object "main_char" to resolve the issue. Always remember instances get destroyed when passing from a layout to another, except if their "global" property is set to "Yes"

    (which in your case is maybe not what you want either or the main character would appear on the global_map layout too, the title didn't mention it...)

    Tips for posting when asking for help.

  • I don't really see a difference in your screenshots...

    Anyway, sounds like you should tweak the value for the property "Sampling" in your project properties and sets the "rounding" property to "No" in the project properties too could help.

    Finally make sure your graphic card drivers and browsers are up to date.

  • Please email supportwie@scirra.com

    Did you send an email to supportwie@scirra.com ?

    Also are you sure that your friend did not redeem the license on his own account ?

    farsmile90: please try to stick to English in the forums, or at least provide an English translation of the messages you post in a different language.

  • Example capx (using the regular car movement)

    How to pin ? just use the pin behavior, set the object where you want the instance, and use the action "pin to object" using position & angle.

  • Currently, I export as a HTML5 website, then fire up filezilla, then ftp up the locally exported game to a public test server. I do this a lot.

    Why do you do this a lot ? isn't local preview enough to test your game ?

  • Your Layout 2 is setted to be the first in the order of your project.

    So the "Crater" instance in the layout 2 is considered to be the first instance, from which the properties are used when creating a new instance.

    There's nothing preventing you from including another event sheet in your main event sheet according to the orientation, and giving the correct size for the instances accordingly.

    Example capx

    I'm not sure about a landscape/portrait versions, it seemed to me that this was automatically handled by the wrappers.

    At worst, lock the game so that it is used either in portrait or in landscape.