BadMario's Forum Posts

  • How about placing an invisible object with physics ( immovable ) slightly under the water surface, so boxes will come to rest on top of that and half will still be sticking out. Then apply some minimal physics impulse or force ( at angle of -90 because that is up ) to make them move around a bit, so it looks like they are floating

  • Sorry I used loading progress because I usually use this when loading game.

    You do not need all of those variables only these:

    scorelimit

    score

    scorePCT

    every time you score calculate % by setting scorePCT variable to scorePCT = (score/scorelimit)*100

    and under that another action to set frame of object

    object > setFrame > int(scorePCT/10)

  • pct = int(loadingprogress*100)

    someVar = pct/10

    object . setFrame to int(someVar)

    Just off the top if my head, as they say, haven't tried it , but it should work

    or shortened into one line object > setFrame > int((int(loadingprogress*100)/10))

    prob. do not need both int either

  • or just if camera X = or > than 470 then trigger

  • Money on mobiles?

    Most mobile developers make no money. Not real money you can live on in the US or Europe.

    So making one really "deep" game and releasing it on steam could make you more money than all the mobile games you release from today to 2030. Of course there are no guarantees either way. Most games on Steam make no money either, but that is because they are garbage mobile like games or re-skinned Unity tutorials/assets. Real games on Steam do seem to still make at least some money.

    Sure, you may get lucky and your games become as hit, but odds are about the same as winning a lottery.

    If you have a day job and do not depend on this one game you want to make, I'd say go for PC since that is what you prefer and like. Even if it flops you still have a job and a game you made your way. With mobile games if they flop ( most likely scenario ) you will have a bunch of flops and shitty games even you do not like.

    And finally, there is nothing preventing you from working on one big PC game while simultaneously working on a couple of mobile games ( let's say a couple of hours every few days for that, when you don't feel like working on anything else and are stuck with big game development and need a break )

  • Ok, if it does now, my bad. Last time I checked it wasn't the case.

    I have a lot of projects in Construct 2, but am thinking about starting version 3 subscription soon and see what's going on.

    Thanks

  • The point is you save a lot of time. This is one thing that is not there, yet it is more important than 99% of all the other "quality of life improvements" ( or whatever they call them ) they have added.

    That is exactly what I do, delete a whole animation then add a new one, but being able to select multiple frames ( the most basic thing in any animation software ) saves a lot of time when you have animations with a lot of frames.

    Sometimes you want to delete 40-50 frames and leave 10 in there. Deleting everything and importing new frames is still faster than creating a new animation, renaming it and setting frame speed, image points, collision polygons, looping etc...

    Just sayin'. There are a lot of improvements advertised which make practically no difference compared to this one and it is just absurd something so basic still isn't there. That should have been in there in 1985, that is how basic it is.

  • Can you finally select all frames in the animation editor? That is so basic it should have been there 5 years before Construct Classic was even conceived.

  • Could be a browser problem. I have experienced some in Firefox ( it would go silent, but after 10 seconds or so )

    Using Audio > Toggle silent fixed it, try that instead of set silent

  • There is Disable collisions action that lets you specify with which object it will not collide.

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  • Seems like Safari and Chrome on Macs do not open URLs when a button is clicked in a Construct game.

    Anybody noticed this recently and maybe knows a workaround?

  • yourTimer = YourSTartTime - time

    when you want to restart yourTimer just set variable yourSTartTime to time ( time is a System variable )

    Usually these actions will be in a function called reset, you can reset everything else there ( just copy/paste all variables and their initial values ) and just call reset when you want to restart things.

    But if you have a countdown before a race starts, like 3-2-1-go then you have to reset yourSTartTime on GO

  • Add instance variable to tower and menu objects, for example: which = 0. Then make sure that each tower in the game has a different number and each menu's variable matches that of the tower it is assigned to.

    In your events you would check:

    Mouse> On object tower clicked > instance variable which = 2 > If menu instance variable also = 2 open that menu

    Then open menu for that tower

  • Well, that will simply show the loader layout first, but you still have to wait there for everything to download. Construct by default loads each layout into memory as needed, but all layouts/assets have to be downloaded before you can actually play anything.

    Sometimes people confuse download with load into memory.

    There is a way to set this up differently ( by loading images and sounds via browser object ), but by default the entire game has to be downloaded before it can be played.

  • An obvious thing and you may already be doing it. I always set fade in and fade out time in actions before fading in or out.

    FadObject set fade in time to 0

    FadObject set fade out time to 1

    FadObject start fade

    Or reverse fade in out times if only fading in