lionz's Forum Posts

  • This is referred to in the manual as 'jank' and it mentions that what you're doing with placing the object in the layout and destroying it is the best method :

    "Construct is forced to load the object images at the moment of creation, which can cause a momentary pause in the gameplay, or in extreme cases a constant stuttering (also known as "jank"). In order to avoid this, simply place any objects that will be used by the layout in the layout view. If they are not immediately needed then they can be destroyed in a Start of layout event. They will then not exist when the layout starts, but Construct will still have pre-loaded their images, ensuring that they can later be created at runtime without any jank."

    I see what you are saying though, you have pre-loaded the image and in the next layout the image should not be released from memory so should be instant. Maybe that system action you are using to preload does not do the same thing as destroying an object at the start of layout.

  • You call the function after the event has happened

    It's on tween finished : call function (with the relevant information as parameters)

    Inside the function / on function : do the actions

    So you might want to call the function with the dictionary item as a parameter and then inside the function it runs typewriter text with dictionary.get"param". It's reusable code where you want to run typewriter text with specific text stored as dict when a similar thing happens over and over i.e. tween finished, without making loads of separate events.

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  • congrats on being backed! are you working on this as well?

    hehe nooo I have nothing to do with this but I have pledged my support. I like seeing projects like this using Construct! I am currently making a much less impressive game than this! :)

  • Bumping for visibility because kickstarter funding ends soon and some may want to pledge. It's had a late surge and looks like it will be funded yay!

  • How are items added? Usually it would be an array inventory which is global anyway and stores all items. Depends how you are currently adding items to the player.

  • Great I thought it would be something like this :)

  • If it's a running total for the player that you saved then you would load it once from local storage on the first layout of the game so a main menu or load game menu and set global variable to the item loaded.

  • For a score in game you use a global variable that simply retains its value between layouts. There is no need to save the score then load it from local storage on each layout.

  • Also check out the game that comes with construct, 'Demonoire', which is a good example of an RPG. You pay up front for a year.

  • A guy is making this game in Construct 3 so you could use that to decide : kickstarter.com/projects/sketchyjeremy/small-saga

  • Yes it is that. Set text to ""&object.variable.

  • Not sure as I tried to get reward ads working and came across a bug recently, I think it was in C3. Will try again soon and see if I can get them to work. I think they are on a timer though, so you watch for X seconds and then you are rewarded, possibly you can cancel watching it in that time and you don't receive the reward.

  • If I had to guess I would say cancelled is when you X it or close the app instead of watching it to the end, and completed is when you watch the full video and reward the user.

    Second question is interesting. Test it out. If you create an ad, can you load it on other layouts? After the first time is it loading instantly? You can only create one of each ad type at a time. My guess would be when an ad is loaded and ready it is ready for the entire runtime.

  • Dude I mentioned twice now it will not work in the preview, you need to export your project as a debug apk and try it on a mobile device.

  • Hiya. So for this you don't use local storage. When you save to the save slot on collision with a checkpoint it saves the state of the game including the array, so you can remove all local storage stuff. Your array logic is a little convoluted, it can be made simpler, just have the array set the location to 1 on the start of the stage and keep the logic consistent across the event sheets. When you go to 'continue' it will load the state of the game including the array values that are 1 therefore saving the level select. Also remember to clear the array to 0 when you select 'new game' or it is keeping array data from the game you were just playing.