lionz's Forum Posts

  • May be useful, it has IAP related plugins :

    https://www.scirra.com/store/construct2 ... ugins-1662

    And there's a discussion here :

    construct2-cordova-plugins-plugins_t164385?&hilit=iap%2C+cordova

  • Other things contribute to the number on the left, like groups. Maybe it has been suggested, I dunno. Why do you want to know the number of events in individual event sheets?

  • Ctrl+A all of the events in an event sheet. Delete them. Compare the number now missing against the total number of events. Ctrl+Z lols.

  • You would need to render the 3d animation as a series of frames that can be imported separately and form the animation in C2. Yes it's possible.

    I've used http://www.denysalmaral.com/2012/04/px- ... ipted.html for 3ds max, not sure about mixamo but once you've rendered the animation as separate frames it's easy to rebuild the animation in C2.

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  • Yep, Sprite.AnimationName is the animation that is currently playing.

  • You just create a save game and load it...

    https://www.scirra.com/tutorials/526/ho ... -savegames

    If you want objects to remain destroyed when navigating between layouts then give them the persist behaviour.

    • Post link icon

    Kyatric

    1) Press button to save project 2) My variable was GameSave and the moment I pressed the button it changed to the Health variable. I was looking at it with my own eyes.

    Why would you automatically assume this is a C2 engine error and not an events error? Have you cut down your project and debugged it to try and see if it could be a problem with your logic somewhere?

  • Animations can be done by switching between frames on a single sprite, you don't need to destroy one sprite and create another to create the illusion of an animation. If you're talking about many sprites to a tile then I guess just animate them in X order across the map?

  • This looks fine to me. If you're going to add more weapons then you just slot the extra weapons into the events easily. It only looks confusing to me because they're called weap1 weap2, if you use the actual weapon names it might be easier to manage.

    Also to control some of the upgrade logic it may be useful to just have levels for the weapons so that if it's level 2 then it has defined stats, you hit upgrade and it becomes level 2. that way you might only have to store the single level variable as a temp, then when you apply it on leaving the UI it applies the level to the weapon which then just applies all the predetermined damage stats.

    I would say you could use arrays instead but I don't think that would save much time since you would be updating array positions instead of instance variables and would be about the same amount of logic.

  • Ya your old logic was basically saying 'if you are touching member of lightballs > destroy all lightballs'. When you update it to the on touched method which kinda reverses the event the logic now says 'on touching member of lightballs > destroy this member of lightballs'. The old logic doesn't single out the specific object being touched.

  • I've done it here in 2 easy events. No need for variables in the end, it relies on the bar width only. Have a look. I've kept your old logic in there but disabled.

    https://dl.dropboxusercontent.com/u/495 ... dited.capx

    You MAY need to relate it to a global variable in future, it's easy to adjust, or you could still rely on the width of the bar if you wish i.e. if width=1 then show character's tired animation, reduce speed etc something like that.

  • I can fix up the logic but it'll be later on today. If someone else fixes it in the meantime that's fine, otherwise I'll take a look.

  • Either one but make sure it's only one. If you plan to have stamina bars for enemies and other characters then using local variable would probably be best, then linking only the player stamina to the UI bar. If it's just the player that has stamina then just use a global variable. If it's still not working as intended with the global variable 'Stamina' then we can take another look.