dop2000's Recent Forum Activity

  • You don't need any plugins. Are you making a mobile app, or a browser game?

    For mobile app, when exporting to Cordova, simply check "Hide status bar" option.

    For web export, you can only switch browser to full screen after user-generated event - for example a touch, button pressed etc. Try this code: "On any touch end -> Browser request fullscreen"

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  • When a tile is touched (and not already moving), set an instance variable on this tile, for example "isReadyToMove=true".

    Then when the screen Is In Touch and there is a tile which is ready to move, compare Touch.speedAt(0) and Touch.angleAt(0). For example, if Touch.speedAt(0)>100, then start moving the tile in Touch.angleAt(0) direction, rounded to 90 degrees.

    When the tile starts moving or has arrived, and when any touch has ended, clear the isReadyToMove flag.

  • Untick "Set angle".

    If you need to set angle, you have to compare moving angle and flip or mirror the sprite. For example:

    If Sprite.Bullet.AngleOfMotion is between 90 and 269 degrees: Sprite set flipped
    Else: Sprite set not flipped
    
  • You need to add debug messages to all events. You will be able to see which events are firing and when, monitor variable values etc.

    Simply add Browser Log to critical events, then run the game, open browser console (F12) and check the logs.

    For example, add this to all AJAX On Completed:

    Browser Log "Tag: " & AJAX.Tag & ", Data: " & AJAX.LastData

    Create AJAX On Error event and also add:

    Browser Log AJAX.Tag & " FAILED!"

    Add this to the beginning of the function:

    Browser Log Browser.URL ", " & URL_GameVersion

    .

    You will find the problem in no time.

  • Why would you do this?? Two very experienced users told you that was not a good idea. C2 has basically no support, ad plugins may not get updates.. And MobileAdvert works perfectly fine in C3!

    .

    With C2 all I can suggest is to try Enhance:

    enhance.co/documentation/construct/setup

  • dropbox.com/s/ns3kdjflz5dkc83/you%20can%20do%20it%20bug%20fixed.c3p

    Loading the game on start can load a saved state from previous version, where the camera sprite was still on layout 0 and moving with the player. So I disabled event 14 too.

  • I don't see any mistakes on that second screenshot where you save all those values. So the problem must be somewhere else.

    Are you sure this event is executed? Do you hear the "winnn" sound playing?

  • I just removed "on start of layout" after level check and it works (for now)

    So these events now running on every tick? This is not a good solution..

    You need to post your project file, because the problem is with how you save the values. The problem is likely with the order of events in your project.

    Local Storage events need time to complete! This means that you need to wait for them to finish before doing anything else. For example, if you are saving data to local storage, you cannot immediately switch to another layout and try to load the same data, it won't work.

  • Try increasing Max Spritesheet Size in project parameters under Advanced tab.

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  • That's what I keep telling you - you need to wait until the data is read from local storage. This doesn't happen immediately, like with Webstorage. You can't compare Level variable in "On start of layout", because this value has not been retrieved yet.

    What you can do to fix this is move this Level check into a function. And call this function from both "On item Level exists" and "On item Level is missing" events.

    This is another reason why it's better to save all values at once in a dictionary. This way they will all be loaded at once and you won't need a hundred of different "On item exists" events.

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dop2000

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