BadMario's Forum Posts

  • wouldn't simply setting physics to immovable while in contact with bottom box do the trick.

    Then when bottom box moves far enough make it not immovable, it should fall down

  • Most of my games are portrait 450 x 800 ( scale outer ) with an HD 1920 x 1080 layout. And game is set to scroll to 960,540 ( middle of layout). So gameplay happens in a 450 x 800 area in the middle.

    If you have a background that covers the layout and in your case all you need are some extra stars in the background you can allow full screen in landscape mode and it works perfectly fine. All you have to do is create a 450 x 800 colored square guide on the bottom layer, move your stuff into that area, delete the guide layer and you're done. Hopefully that is the case, I don't know the exact setup of you game. If object positions are hard-coded and all that needs to be redone then more work of course

    Basically gameplay stays within that 450 x 800 window in the middle, but it has stuff on each side too to cover the full screen area

  • I would check that the animation speed is set to 0.

    Maybe you left it at default so no matter what it keeps playing always ending on frame 3

  • There probably is a way to pick the top instance ( even may be called pick top ), but I usually do this stuff by having the button that is supposed to be underneath the first one off screen, same x coordinates, but something like -999 Y. Then when on touch end triggers, move top button to - 999 y, and move the other one to whatever Y it is supposed to be.

  • Easiest way would be to use scroll to. On start of layout scroll outside of layout, then slowly return back to game window. It will look like it is sliding from the side. You can also add a big black sprite that covers everything and fade it out on start of layout to mask everything just in case. That sprite will fade out after a second.

  • Do not share the idea, only specific parts/mechanics you need help with.

    Even there I would try as hard as possible to figure it out on my own. That way what you learn will have more value. Kind of: "give a man a fish feed him for a day, teach him how to fish you feed him for a lifetime", only in this case you teach yourself. Try to figure things out yourself, and ask for help only if you get stuck for a couple of days. You learn more this way and it stays with you.

  • No jank on any of my games, still on Construct 2 and my ( latest ( version of Chrome works perfectly on that vsync checker site.

    This is a 4 year old laptop, but used to be top of the line back then and is still pretty good

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  • Well, I have done one, maybe it was my first Construct game, using physics. Other than occasional glitches when the ball would go flying up like a bullet, it worked fine. Fixed that glitch too.

    Sounds like you have it right. You have to apply impulse when it is touched. UP in Construct is -90 degrees, so apply impulse at -90 angle to make it go straight up. Then adjust so the angle is less or more depending where the ball is touched, that way if it is tuched on the right side it will bounce up and left, and the other way around. So formula would be: apply impulse at angle -90+(Ball.X-Mouse.X ( or Touch.X)) / 10

    I divide by 10 because the angle can be too far from -90 if you touch too far to the left or right.

    or you can use apply physics impulse toward position:

    For X position set it: Ball.X+(Ball.X-Mouse.X)*2 at image point 0

    For Y position just 0, which is straight up

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  • Can't you just stick a privacy policy and this gdpr/ads agreement under the play button and say: "by clicking on the play button you agree" to whatever your term and conditions are, you can also include a link to your full privacy policy. No need for any plugins ( you do not show ads until after they click on the play button and by that point thay have already agreed to your terms ).

    That would cover, iOS, Android, web, everything. That is how any web site does it, so what is the problem?

    If it's an issue with actual ads not working than that's a different problem.

  • Yeah, I understand that, but benchmarks/tests like these, they are not indicators of what the real performance will be like. Some tests will run faster, some slower, you never really know until you try a real game.

    Anyway, I hope everything is twice as fast without any janking and all that.

  • That's why I always tell people that all these tests are meaningless bullshit.

    You have to wait until it's done and make some games to see how they run. Anybody can find a few tests that run better in one engine than some other. That is exactly what Steve Jobs used to do so he could claim how macs were faster than PCs. nVida and ATI, Intel vs. AMD. It's all bullshit.

    The only thing that matters is how your finished game runs.

    And I am sure they are going to lock this thread because I used the word bullshit, but that is the only word that describes these tests accurately.

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