dazedangels's Forum Posts

  • C3/3D/Mobile game

    I am making a 3D mobile game with C3. Obviously, I want the game to run as fast as possible and use minimum memory.

    Would it use less memory to use (maybe) 5 - 3D objects of different sizes and change the face of each 3D object using 1 of 100 - 2D images?

    Or would it use less memory to have 70 - 3D objects using an image as part of the object and 10 - 3D objects that use animated images as the face?

    In other words, does it use less memory to put 2D faces on just a few 3D objects or to have lots of 3D objects?

    This is what the game looks like for a visual of what I'm doing: youtube.com/watch

    Thank you

    Tagged:

  • Interesting. I have never used the timer object.

    I always set a variable to the number of seconds needed and use every 1 second > subtract 1 from that variable.

    When the variable = 0 and if the play Boolean = true then true is set to false and the timer stops.

    Is the timer object easier?

  • morixxxd

    Yeah, keeping the phone awake is an issue when using the tilt orientation.

    My first game was something like pacman, but the player had to get a ball through a maze by tilting the phone. Sceen timeout was a Huge issue.

    I got creative. I put thumb prints on either side of the screen and made it so that ball didn't move unless the player had their thumb on at least 1 thumb print - that kept the screen active (it also created a nice pause feature).

    Can't wait to see what you're making.

    When you're done, don't forget to post it to the FaceBook group

    Screenshot

  • First, don't test games using Safari. Use any other browser on an iPhone. I don't know what the problem is, but the issue is unrelated to Alpha, Beta, Gamma.

    Second, I also started my C3 journey with a desire to build apps using Alpha, Beta, Gamma. The orientation features work great, it just takes a little time to learn how.

    To start learning to work with the orientation begin with the Infinite jumping template: editor.construct.net

    Just use the template as the base of your game until you get the feel of how it works. Then you can move on to making games from scratch.

    Third, when testing, Lock your phone into the portrait or landscape. If your game is made for landscape, lock your phone into landscape, same if the game is made for portrait. When you actually make the app, you won't need to do that, but while you are testing, using a browser, you need to lock your phone to portrait or landscape for a good test. (If your phone doesn't have that option, there are apps that will)

    Hope that helps.

  • I'm confused.

    Are you asking if you can sell things using C3 to build the shopping cart? Or are you asking if you can sell programs/apps built by C3? Or both?

  • Bisol320,

    Tomycase, is correct, we need something more. 2D or 3D? Screenshot or gif or what's happening.

    For example: if it's a 3D game one object could overlap another object and that would cause it to vanish.

    Or if it's 2D (or 3D) you could have the name spelled incorrectly in the code (I've done that more times than I like to admit)

    It could be a dozen other things, but without more information we're just making the obvious guesses.

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  • Wait, I'm confused. Can't you do that with a boolean?

    If true: do X, if not true: stop doing Y.

    Am I missing something? I'm guessing I'm missing something.

  • hassan1455

    If it's still not working, look over my demo: howtoconstructdemos.com/basic-google-admob-demo-with-home-screen-basic-level-menu-local-storage-win-lose-scenarios-c3

    Maybe you'll see something you missed.

  • Do you mean like in this demo: editor.construct.net

  • Oh it's a kids game. Does your game comply with all 5 million family friendly requirements?

    The highlights: support.google.com/admob/answer/6223431

    Google is a pain when it comes to ads in kids games, that could be why it works fine in debug mode and not when downloaded from Google Play.

    This is the way I test my games (over explained). I create an apk (NOT debug) and download that to my hard drive, then I upload it to my Gdrive so I can test it on several devices. Once on the Gdrive, I download it to every phone in the house - even the old ones.

    I install it on each phone and test it, I especially look for when the ads pop up. Do NOT touch your own ads and do not use them to get stuff, but you can view your ads without pissing off the Google God.

    If the apk (not debug) downloaded to your phone gives you real ads when played, but the bundle you uploaded to Google Play doesn't - Google is probably stopping it.

    I played about 12 games in your app, but didn't get any ads. I went back to the menu screen several times.

    Try the test I mentioned above to see if you get the ads. If you do, Google Play is probably stopping them for some reason.

  • ZeldaVerde

    I know it's been 5 days, so you've probably already moved on, but if you save to Google drive, you can right click on the file and then click Manage Versions and then click an earlier version of the file.

    So if you're like me, and hit ctrl + S every 5 seconds, you may have hours of work backed up. If you right click the file in the G Drive (not in construct) and click 'Manage Versions' you will see a list of versions of that file. It's like going back in time one save at a time.

    Good luck

  • Without seeing the code/setup, I can't be much help. But there is one thing I've done several times (and hate to admit): Did you remember to turn off 'Test mode' before you made the bundle?

    Give me the link to the game in the Play Store. Maybe it's the phone you're using. I'll download it to mine and test it out. So I know what I'm looking for, what prompts the interstitial ads?

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  • I need to say another thank you to bigcatrik

    I spent a good 3 hours picking every bit of that demo apart and I figured out what was tripping me up. I didn't realize that I could change the Z axis scale from Normalized to Regular and make the Field of view 45 degrees to tilt the camera in the direction I wanted. I've been trying to do it using a 3D camera event in the event sheet and never quite getting it right.

    I made a video in case anyone else is as dense as I am.

    youtube.com/watch

    Thanks again!!

  • WackyToaster, first I took what I learned from you and then I combined it with what I learned from bigcatrik and then I blended it with sprinkles of what I have learned from several games I've made and MacGyvered them all together.

    It's what I do. I create 20 to 30 little demo type things to work out what I want and how they'll all work together and then I build the game. It takes longer, but I learn a lot.

    This is my 'working out the jumping' demo:

    drive.google.com/file/d/1g_tTR6HMsDrmSVneHAuZQ5w02h1RQRDX/view

    PS please don't mind the sprites. They're just stuff I take off my hard drive.