BadMario's Forum Posts

  • I would use separate mouse and touch controls. Disable use mouse input in Touch properties and do separate events for Mouse Click and on Touch. You can dump these events into 2 groups ( mouse and touch ) and enable/disable each depending on players' first interaction with your game, for example if on any touch is triggered when they start game enable touch controls and disable mouse.

    I am sure there are other ways, but from my experience and games behaving differently on different browsers and when they are iFramed, this is a better way.

    Also if I remember correctly, for rapid fire shooting on any touch start worked better than on tap gesture.

  • No you are not.

    If screen shots were the problem then that is what the error message should have told you, not some nonsense about unoptimized APK.

  • Thanks for replying,

    In that image it says that if I select T ads for G, PG and T will be shown, only Mature ads will be blocked. So I guess I also have to use another setting , app rating, set that to 13+ to make sure only T ads are shown.

    Basically nonsense. If my game is for everybody, then Google should filter ads based on users' phone info, meaning not show mature ads if they know game is being played by a kid ( and they do know most of the time ) It is their responsibility not mine because I actually do make games that can be played by anybody from 7 to 107 years of age and I want to show whatever ads are available to older people and whatever there is for kids.

    I am literally not targeting any age group ( and I am using literally literally, not figuratively )

  • How does this setting help anybody or anything ( do I need more sleep and look at it again? )

    Let's say I select T, that means ads for kids and teens will be shown, but that also means that kids will see ads aimed at teens which include dating ads, scary imagery ( mentioned right there ) things and so on.

    So they basically pretend that they care, but in reality they do not ( sounds right ).

    Anyway, just checking if I start using this soon what really is going on. Makes no sense to me. Used in combination with another rating so they do not let kids ( if they know it is a kid trying ) download the app?? If so, why have essentially a double setting for same thing.

  • add a global variable GameOver = 0

    When the game is over set it to 1

    Then add another condition GameOver = 0 to sounds and anything else that should not trigger while Game is Over

    Or a more organized way add Event GameOver = 0 and then add all those others as sub-events of that

  • Yeah, there have been complaints about this.

    Check preload sounds option. Not sure how it works in latest version, but sounds could be loading before the actual loader layout resulting in a long wait. Which is insane actually. Sounds should load at the same time images are loaded, after you see the custom pre loader layout.

    Solution, not to preload sounds, I guess ( pre-load each sound without playing somewhere after loader layout shows up and before you actually need them )

    Second thing to check is spritesheeting. For example I use sprite fonts to display loaded percentages, but if I use the same sprite font elsewhere in the game Construct will, on export, bundle this sprite font with some huge ass background images, or whatever it feels like doing, so again, a longer than necessary wait to load images not needed to see the loader layout

    Solution: set max sprite sheet size to 1024 ( if it does not affect the rest of the game ) or use a different sprite font only for loader layout ( or basically make sure somehow that first loader layout images are not on the same sprite sheet with some other huge images from the rest of the game ).

  • My first thought is cannot be done because game is not running, but you could save PC/phone's time to local storage every second or so ( necessary because you have no idea when they will exit the game ), then when game starts up again load that saved date/time and compare against current date/time. The difference will be the time between their last exit and current start up of game

  • You will have to split your animations into passes/layers. All good 3D programs have this ability, just may call it differently. Have a single frame background pass/render that is 1920 x 1080, but then render animated characters in separate passes.

    So you have only one 1920 x 1080 background frame and much smaller 70+ frame animations for each character which you can then layer on top of that background.

    Obviously you may have a problem of matching character movements to the background which will now be a static single frame, depending on what exactly is going on there. You may have to move your sprites using events if they are walking, running ( walk animation frames play, while you move them via events across your background ).

  • Well, I don't wanna argue about this too much.

    For me the bottom line is. I can do everything in Construct 2 just as fast as I, or anybody else probably, would do using Construct 3. ( Javascript vs. Construct comparison thus, not the same )

    Having solid support for HTML 5 ads on the other hand, plus a few other things would save me and many others a ton of time ( if they measured it in tons )

    I get it. You guys find it more fun/interesting to work on actual game dev. aspects of software and view ad integration coding as nuisance. I totally understand it. I feel the same way about certain things.

    I have accepted it by now and let's move on.

  • In all of my 55 years, once... and only ONCE... have I found an issue, made it known and had a dev team release a fix in the next patch. ONCE mind you.

    And I and some others have been asking for better ad implementation ( or in some cases any ad implementations at all ) for over 3 years and nothing. There is zero HTML 5 ad support and mobile ads and IAP are not as reliable as they should be.

    That is what I am saying. For some people these "new" additions are nice, for me they are irrelevant because I figured out how to do the same thing way back with Construct 2. What do I need a timeline for. Flash had a timeline, when I moved to Construct I simply figured out a way to do the same thing without an actual timeline. I am not saying it is not useful to others, but things I find useful are not in there.

    I do have subscription to Construct 3, but I am not using it, I have no need for it so far. I used the export option to try some things that's it so far.

    For the original poster, yeah, don't expect bug fixes. I continue to use Softimage and live with bugs it has and they will never get fixed because nobody's working on it. Construct 2, probably same thing by now or very soon, works fine, nothing too buggy I can't get around. I intend to keep using it as long as it works and does what I need it to do

    Saying "nothing is added" is either unfair or an uneducated assessment.

    That is not what I said. I said: "Nothing that can't be done with Construct 2, one way or another"

  • I was paying almost $1000 each year to Autodesk, for what they called..... actually I forgot what they called it. Basically same thing as subscription, but with one major difference. I stopped paying when they killed off Softimage, my favorite 3D program. They switched me over to Maya which I still haven't touched to this day. After complaints from customers they decided to let us use Softimage in perpetuity and I can also use the latest version of Maya I had when I quit. That is a major difference

    With these current rentals ( Adobe, MSoft ) if you quit you cannot use anything once you quit, which is basically a "fuck you" to the customer. It's not about money at all, like I said I was paying almost $1000 per year for years for my 3D stuff. So there should be a way for people to continue using whatever the latest version was when they decided to quit.

    I quit because they killed off Softimage, but I could have quit even earlier because most of these 3D programs have been the same since around 2005. They just added minor nonsense every year. Which brings me to Construct 3. How long has it been out? Absolutely nothing has been added that cannot be done with Construct 2 one way or the other, maybe addition of javascript now is something new. Subscription model just promotes complacency. Customers have to keep paying so they can edit their files. With you buy it you use it forever model software companies actually have to come up with something new to get customers to upgrade. Adobe, Autodesk and MSoft are great examples of that

    So, for some people all these little upgrades may be nice, for me they mean nothing so far. It is just another way of doing the same thing I have already done in Construct 2. Then when I and some others ask for things that really matter to us, making sure we can seamlessly integrate ads into all versions of our games we get some snappy response almost like how dare we ask for something like that.

    So Construct is great for making games, faster than any other engine, but if you want to use ads to cash in then...........

    And to be fair I should mention that most software eventually reaches a point where there is nothing left to add. What difference does it make whether you use Photoshop 2020 or Photoshop 2005. For 99% of users same thing. That is probably one of the reasons Adobe decided to go rental.

  • You did not post the most important thing; what kind of games do you like? Shooters, sports games, platformers, something else?

    First you should start with that, much more fun creating something you like, then decide how simple it can be and how to do it.

  • That's 12 years of using a product that needs to pay employees to keep it fixed and updated while making only one payment. The cost of maintaining such software over the long-haul exceeds the income of a one-time payment system.It's not a long-term, sustainable method of income.

    Not sustainable? Bill Gates and Steve Ballmer made their money before all this rental bullshit and they are worth about $160,000,000,000 And that's just the top 2 guys.

  • No difference between tests 1 and 2 on my laptop, all the way to 3000 ants

    With solid behavior added to ants, things do deteriorate pretty quickly.

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  • You have to decide what the target devices will be. In any case 4:3 and any other ratios would simply display extra background you have there.

    You can make sure menu elements are always visible on top, bottom, wherever you want them by setting their position to ViewportBottom/Top +- offset and so on. ( Which is the math you describe doing in your app I guess )

    It's just a matter of how much you really care and how much work you want to do to cover all the bases.