BadMario's Forum Posts

  • I guess you will have to use scale. set a variable called zscale set it at 1 and set scale of your bomb to that. When you throw it up scale will increase, then after a certain point start to decrease ( use gravity variable set at something like 0.02 )

    So it would look something like this ( you will have to change numbers until it looks right, I have not actually tried it in a top down game )

    After bomb thrown set power to 0.1

    zscale = zscale+power

    power = power - gravity

    bomb set scale to zscale

    Set limits so when zscale gets to 0.5 or wherever you want ground to be it bounces back by

    if zscale<zscaleminimum power = power*-0.9

    For direction of throw use angle of throw to set x and y direction. Similarly set xspeed and yspeed to increase like zscale and instead of gravity slow it down via drag variable, or something like that

  • As somebody who has run into these memory problems on just about every single game recently, I could chime in.

    25 MB is nothing to worry about. I even have a game around 400MB ( in RAM ) that works on iPhones with 1GB of memory, but that is cutting it close. Had problems before adjusting a few things.

    Weirdly a couple of other games ran into problems when exported using Construct 3 ( both using runtime 2 and 3 ) even though they were between 100 MB and 250 MB. Changing the background image from 2500 x 1200 to 2048 x 1080 fixed it, but anything under 4096 x 4096 should not be causing problems. There were problems even on Galaxy S6 which has 3GB of memory.

    If you are only using Construct 2 and keeping it under 200-300MB seems things should work on most phones.

    If using Construct 3 exporter thing seem a little unpredictable. Have no idea if that is because it's a Construct 2 project exported via version 3 that is causing problems, or simply Construct 3's spritesheeting which works differently.

  • This is actually Outrun and does not use mode 7.

    There is/was an Outrun plug in for construct 2. have never used it and have no idea how it works, but example game looked better than this. Maybe somebody knows where to get that plug in.

  • Enemy.X = random(0+(Player.X-300)) to make it appear on the left side and

    Enemy.X = random(1000-(Player.X+300))+(Player.X+300) to make it appear on the right side

    Do same for Y if this is a top down game

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  • Resurrecting this after 2 months after spending 10 minutes with Construct 3.

    The way it works now is terrible and should be addressed as soon as possible.

    Picking any object should also select the layer object is on and you should not be able to paste things onto locked layers. If you copy/paste and move things between layers the current setup wastes a lot of time especially if you make a mistake ( which is easy due to the way this all works right now )

  • All of my games are still done in Construct 2, but when I try to import into Construct 3 and use version 3 of the runtime, Sprite Fonts are messed up. Using events to set scale, width, alignment sometimes works, more often not at all, so they are all over the place.

    Exprorted with runtime v. 2 works fine, same as when exported with Construct 2

    Any ideas?

  • Every tick do this:

    clock= GameTime-(time-StartTime)

    text = int(clock)

    text append Text ":"&(int((clock*100)%60), 2)

    GameTime is global variable set to 15

    StartTime is global variable , set it to System>time at start of layout

    clock is global variable which will count seconds and hundredths of seconds from 15 down

    That should do it

  • I am category 4

    Have Construct 3 subscription, but have not used it for a single game yet. Keep using Construct 2

    Why? I guess I have too many games at 50 - 90% done in Construct 2 and want to finish them where they were started. So far I've only used version 3 to test some exports.

  • I'm guessing that with some PHP backend and Ajax calls that pretty much any HTML can be integrated with C3, including advertisements.

    Probably, but it seems it would be much cleaner, not to mention easier if Scirra could provide a plugin for CPMStar ads, but I get a feeling that they do not really care much about the monetizing part. They basically give us a very good 2D engine to make games, and leave the rest to us. Fair enough I guess, but it could also help their business if people knew it was as easy to add ads as it was with Flash games.

  • Yeah, but I think the requirement for adsense for games is a minimum of 1,000,000 monthly game impressions

  • In game ads work only with Flash games, which is basically useless these days.

    Since web site ads are basically html, something could be worked out to add them to Construct games.

    You can do it right now if you use iFrame to display them, but there should be a better solution.

    And they do have separate mobile ads I think, you do not get access to those unless you sign up specifically for them.

  • Somebody posted here a while back and I think he mentioned making $69,000 over 3 years with one game on google playstore.

    Players do not care what you use to make games, so when it comes to 2D whether it is Unity or Construct or something else makes little difference. No reason not to be able to make money with Construct games.

    I think Construct should be much better at/easier to use with something like CPMStar ads, and adsense if possible. I used to make $100+ per day with Flash games and CPMStar ads and Construct has absolutely zero support for that. The only way to do anything about it is finding your own way to pull it off, iFrames and such which is not ideal. This last paragraph is mostly to web/html 5 exports

  • With very rapid clicking how do you even count it to know whether it is accurate. You may think you've clicked 4 or 5 times really quickly when in reality you've only clicked 3 times. It is much easier to make this mistake than you think. Alternate guitar picking is a great example of this. When you get to really fast tempos, most people have no idea how many actual notes they pick. They will swear that they do, but they really do not. They often under or over pick.

    So your game may already be keeping up just fine, but it is you who thinks is faster than you actually are

  • Yeah, If I understand this correctly, we are talking about web/HTML5 exports using ( for example ) adsense or ads for games and if so this is definitely where Construct fails. Then there are issues with Google itself limiting where and how you can show adsense.

    Gone are the days where you can just place adsense around game window. Most games are played full screen these days on desktop and especially on mobiles. We really could use an option to display adsense ( or go with CPM Star ) within games, before game starts, end of game and so on.

  • 409 pixels? I usually do not go over HD 1920 x 1080 for backgroundsprites, and someties it has to be that, you cannot tile these things.

    One could slice it up into 5 or 6 smaller images I guess, but is it really worth it?. Which device cannot show a simple 1920 x 1080 image?