BadMario's Forum Posts

  • Maybe a bug in Construct 3? I have never had this problem in version 2 and I still use that to develop. Just bought subscription to 3, but have not really used it except for some testing.

    So you are saying that if I create something in layout5 instead of it being a clone of the instance in layout5 it will be a clone of an instance in layout3 for example, if there is one already there?

  • Why is any of this necessary. Simply have your objects in whatever layout they are supposed to be as they are supposed to be.

    You need to know and keep in mind that you need a loading/setup layout on which you place all objects that need some sort of prototype<

    Not sure why one would need this. You only need an instance of the object in a layout if you are going to create it using system>create object event. And then you can just change whatever you need to change using actions, although you can simply have a single instance in that same layout as it is supposed to start out.

    Whenever possible probably better to avoid creating anything. Just place everything in your layout so it starts out like that. Objects can be hidden off screen instead of destroyed and recycled instead of create>destroy>create......

  • For global game timers you should probably always use global variables.

    Just set two variables; GameStartTime and GameTime

    Then on start of layout set GameStartTime to System.time

    and from then on every tick calculate GameTime = System.time - GameStartTime

    If you are counting down from 125 seconds, then GameTime would be 125 - ( System.time - GameStartTime ) and you get a countdown from 125 to 0.

    Now to add or deduct 5 seconds, you can use another variable instead of 125, set it to 125 and then add or subtract 5 as needed from that, or you could +- GameStartTime variable as well and keep the calculation the same 125 - ( System.time - GameStartTime )

  • A timer you can program with a few variables and events or if easier for you use fade behavior.

    Depends on how your game is set up, but if using fade behavior, I would add it to that bullet and each time it's fired set it to fade out in 5 seconds. Then add a condition in your shot fire event; if bullet opacity 0%. So bullet cannot be fired until it is at opacity of 0%

    Obviously you do not destroy this bullet, just move off screen if it hits something. Then when ready to fire set opacity to 100% and fade it out again

  • I don;t think you need trigger once as on start of layout is kind of trigger once already ( not sure if that makes a difference with your problem )

    These days sounds will not play in browsers until you click on something first, that could be your problem.

    You should have a start game layout, so players click on start game or play button and then go to the actual game. That will count as purposeful interaction by the player and sounds will play from that moment on.

  • I usually just have a final layout with scores and use local storage to save/load those

    Since you asked about my games, this one has current game running time and score, plus all time best in both categories

    deusx.com/runback

    This one use a simple text field to display stats

    deusx.com/Golden_Boot

    You could also use your pop up/instructions window to display this.

  • I am in the same boat sort of. I would prefer not to have to release any apps. Just games on my web site, they play fine on mobiles anyway.

    About GooglePlay, I have to check, I definitely need this. Back in Mochi ads days their leaderboards helped a lot ( I think ) There is an extra incentive to play more and beat other people's scores, especially with sports games, and 90% of mine are sports.

    I know people were complaining about Google plugin in construct 2 because it was only working with web games and not mobiles, so I am under impression that they should work on everything.

  • Can't you just use GooglePlay leaderboards?

    I haven't tried them yet, but that should already be included in Construct 3's Google plugin

  • So far. one event sheet for each layout, with one extra event sheet that handles music on/off outgoing links and main menu. That one is included in all other layouts/sheets.

    I should add that most of my games even ones with multiple levels use only one layout for the game itself. Other layouts are just intro, instructions, end game type of thing.

  • You could use an instance variable tied to a global one. Each time you create a box add to that global variable and set instance variable of your newly created box to that. Then another global variable to keep track of what is being destroyed. Each time you destroy a box add 1 to that, so next box to be destroyed will be the one with whose instance variable matches that destroyed global variable.

    Hope it made sense.

  • On collision with object

    If "spellSound" Not playing > Audio > play "spellSound"

    Or do this:

    Set some soundvolume global variable, lets say -5

    On collision with object

    If "spellSound" Not playing > Audio > play "spellSound" at soundvolume db

    If "spellSound" IS playing > Audio > play "spellSound" at soundVolume - 5 db

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  • But if you need them to sound every time a spell is cast then you can play them at lower volume, so even if they trigger at the same time it won't be too loud.

    More advanced option would keep track of that sound's volume and then use newt's example, but instead of do nothing if the sound is already playing play it as current volume - 5 or something like that.

  • I usually fade to -90 then stop the sound. That seems to work well.

  • May be easier to split it into 2 animations STANDING and MOVING

    Then add if MOVING not playing start MOVING animation, that way it will only start once if it's not already moving or if STANDING is playing. MOVING animation should also be set to loop

    Then add events to switch to STANDING animation when you stop moving

  • There is no catch with Fusion. It's crazy, but this is the real shit. Most of us don't need extra stuff that is in the studio $299 version. I have the studio version because I have been their customer long before blackmagic bought them out and made it free, so they give me free updates to studio version.