BadMario's Forum Posts

  • oooops, actually I don't know why I put that /100 there, you don't need it. I need more sleep I think.

    That is just the angle calculation, for some reason I was thinking of actual impulse force.

    One thing though; I think it's annoying when you have to click to bounce the ball, just touching it with the cursor is much better, just make it hard enough.

  • Physics should work,

    First just set your ball physics so it falls naturally and bounces nicely when it hits the ground ( try gravity and elasticity settings, density will also affect it )

    Once you have that apply impulse at angle depending on where mouse is ( if ball is clicked ) . Straight up angle in construct is -90 so something like -90+(ball.X-Mouse.X)/100

    divided by 100 because most likely impulse would be too strong and it would just fly off screen, but depending on your settings you can adjust that.

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  • I chose Construct 2 over Unity because I too was coming from Flash, 2D and fake 3D. So, I would say yes. For me it was extremely easy to switch to Construct.

    Where flash ( or whatever they call it now ) is still way ahead:

    1. Drawing, creating and animating graphics within flash ( with Construct you will have to draw in some other program, perhaps even Flash and import into Construct )

    2. It did not really depend on browsers, therefore it worked more or less the same on everything and you could make very good money with CPM Star, distribution was also easier.

    It does not seem like you are planning on using ads and distributing your game to game portals so #2 may not matter to you, pisses me off though.

  • Don't use it as music. Import it into sounds folder and it should work just like everything else. Yes, music has the advantage of being streamed, but do you really need that?

    If everything is downloaded before game starts there won't be any unexpected surprises. I think that outweighs any streaming benefits.

  • You are looking at conditions, set angle is in the actions part ( click add action on the right side )

  • It's not possible, but you can fake it as dop2000 suggested. But, you don't need a plugin for this

    Get the time and date at regular intervals while game is being played and save in local storage ( every minute or so, because you don't know when a player will quit the game ).

    Then, the next time game is started get the time and date as soon as it starts, then load the last time and date saved in local storage, and subtract that from this new date. Then just award number of points per each minute, hour of difference, whatever your want. Of course you will need to convert time and date to hours or minutes, depending on what you want to use as your unit of measurement

  • [quote:27swni7c]GooglePlay plugin is only for web. Not for mobile. (I know, it makes it pretty useless)

    Does it work on mobiles when playing html5 games? If it does than it's far from useless. You don't have to upload to google play or apple store if your game already works without that.

  • Unless Construct 3 has some real bugs that will prevent you from making the game you want, go for Construct 3. That is where future of Construct lies.

    But, right now it does not help you make better games, that is why I'm still on Construct 2. No need to switch to 3. ( hey, like I've said before, make my life easier by adding a working adsense or adsense for games plugin and you have my $99, by the way an experienced javascripter could code that in 2 days, so really what's the holdup? )

    Trying those free versions is always a good idea, but considering their limitations I doubt you will be able to tell the difference ( other than the general feel of each ) . You can't really find major bugs until you have a fairly large project and start exporting things.

  • Maybe there is, but I don't know about it.

    I just add a new animation and delete the old one ( instead of deleting all or almost all frames one by one ).

    And yes, if it isn't us who are nuts and just can't find it, than it is nuts.

  • [quote:3u66hr0i]And you better have a lot of patience: a lot of stuff can be done with C2 just like you can dig a hole with a spoon, it works but so inefficient.

    Really?? To me it's more like eating soup with a ladle, much faster than it should be. I think Construct is quite efficient at least if your aim is to export HTML 5 games. I don't really know, nor do I care about desktop and mobile options right now, you can play HTML 5 games full screen on mobiles anyway, without installing anything.

    They should make sure google ads can be easily displayed within games, that is missing and is the most important thing they could do, but seems they don't care about it. So far that is my only gripe ( to lazy to code it myself maybe, I'd rather spend time making actual games ).

    In the end, don't fall in love with any engine. Just figure out what works best for your particular game and go with that. Imagine your final product, then in your head work slowly backwards and see which engine will cause you the least problems at each step of your development.

  • have an on-start of layout event and put this group there, but make cure it's active

    then right after that have a sub-event that deactivates it

    That way everything should execute before being deactivated

  • I do it with:

    if animation frame = ( end frame of your animation's attack hit here ) and overlaping enemy = true

    end frame because that is usually end of hitting or stabbing motion animation, but if you have a more complex animation you'd use whatever frame the hit/stab happens at.

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  • Isn't this completely counter intuitive. Everybody would expect a single tap to result in a normal jump and double tap to result in a double jump.

    Unless this is some reverse gameplay thing, to make things tricky for players, it really makes no sense to have it this way.

    If you really need to have it, then start a jump on single tap, then if no second tap within a second ( or whatever time ) just jump again from current position for a second jump. If player taps again nothing happens ( so gravity brings him down after the initial jump ) and you reset tap count to 0.

  • You just need a global variable called score. Then you can display it in any layout ( for example Text.Text = score