lionz's Forum Posts

  • The norm would be to create an animation I guess if it moves in a unique way. But nothing wrong with using scale or something else to mimic button pressed states.

  • You use the id variable you've set up, so you search for all sprites that are Y=300 and then check the Y of sprites where id is sprite.id-1 and sprite.id+1, the ones on either side. If both of those values are 400 then true and spawn the new sprite.

  • What are you trying to accomplish here? It sounds like the cubes overlap across x because they're 80 wide but can be only 10 distance from each other, but the Y you want to build a cube 200 above but the height is only 120 so there will be gaps?

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  • You'll find there are 2 problems :

    1. You included the universal event sheet but this is not the one with the controls on, you need to also include the other event sheet main game event

    2. When you include the other event sheet the player will break because of the 'pin' action on start of layout. You need to add to this also female_main set position to player because it looks like the player box moves position but not the visual character.

  • In debug view you can select the character object to see where it is and if it's in the expected location. If that's correct then it's to do with where the camera is positioned I guess. It'll be an easy fix somewhere, if you can't work it out then share the game file.

  • The 'controls' group of events or whatever your equivalent is will need to be linked to all the layouts. My guess is your layout 2 uses a different event sheet. You can 'include' the event sheet linked to layout 1 on the event sheet for layout 2. Right-click 'include event sheet'.

  • No problem. If you still can't publish then it will be for another reason, there are notifications for each menu I believe.

  • Hiya, this error seems to baffle everyone but it's only a warning. The workaround is to ignore it or you can export as a bundle via android studio. You can still publish with that warning. Also it's not to do with Construct, just a new thing that now appears on Google side and it appears regardless of your apk size.

  • I understand the original question, I'm just referring to the idea of incrementing version number to be some kind of automated feature, that doesn't sound necessary to me.

  • Yes, for example the knobs have values 0, 50 and 50 that change. You need to store these as another variable and then on reset you set each knob back to those values. You can keep using the current 'Value' variable when the slider changes.

  • Are people really too lazy to manually change a 1.0 to a 1.1 now?

  • Well we can't see your game but you would lock out further choices. So you can only pick when a variable is 1. When you pick something you subtract 1 from the variable so it is 0. Or you just move onto a new question when they pick one answer so they don't have time to press anything else?

  • The initial value code uses some variables but then these variables change. You need to create some instance variables that don't change to be used as default values. Then you can set the objects back to these original values. Your disabled code doesn't work because those values have changed. If instead it was self.defaultAdjustHSL_Value then it would work and you update another variable self.curAdjustHSL when the sliders move.

  • In general you update the version when there is a new 'release'. Some minor bug fixes you increment by .X so 1.1 and major features you could think about updating the version number so 2.0.