DoudouSupreme's Forum Posts

  • Hello Ridley12, you could look at HitFilm Express (not sure if I can refer it here), it's pretty advanced, makes me think of Premiere.

    It's free, you only pay for the addons you really want, that's really up to you. Tedchradar wrote a review about it and that's what they said:

    FOR

    Truly professional-grade software

    Great selection of online tutorials

    Highly extendable (for a fee)

    AGAINST

    Odd download process

    High system requirements

    Steep learning curve

  • Nepeo No worries, that's what I thought, I only bumped the topic ebcause I aw you replied to another.

    Well if it's possible to add that event that would be nice. Basically I'm turning of a bunch of things, and I would have liked to know that the player cancel the transaction to turn them back on.

    Also it could be useful to see how many transactions are cancelled for Game Analytics (even though I can't use their SDK since my game is support at 0-5 and they do not comply totally).

  • Nepeo Poking you again in case you did not see my question.

  • Welcome to Construct kokororeflection! I went on your website and saw what you did before.It seems you've been making games for a little while, I'd be curious, as game devloper myself, to know why you've stopped making them rather than creating assets, what's been the blocker if I may ask?

  • Hello everyone!

    I was wondering how the "On product X purchase failed" condition works?

    I am not sure when it is triggered, on what condition basically. Could you enlighten me Nepeo

    I would like to use it as it is intended in future.

    On Android, When you call the "Purchase product" action, it opens the Playstore pop-up. I thought I could use the purchase failed condition if the payment was refused or if the player clicked somewhere it to close the Playstore pop-up.

    But it does not work, probably because that's not what this condition is meant to be used for.

    And while I'm here, is there a condition I could use which records when the player dismisses the Android pop-up? If not I will use a pop-up that the player has to close if the purchase does not happen.

    Thanks for your help!

  • Thanks a lot all of you, I understand now! I did not know the "On Created" event was actually triggered before the "start of Layout".

    It all makes sense now, thanks for the tips :)

  • Hello both of you!

    First thanks for taking the time to reply to me!

    I am not sure I understand, but all objects are actually present at the start of the layout. I only delete the Titles and recreate them based on the choose action result.

    I tried to put a breakpoint before posting and tried to understand but I got more confused. Also it's not possible in "On Created" action apparently to put a breakpoint from what I can see.

    I'm a bit confused by the result and why the else condition is actually entered, I guess to the fact "On Created" is asynchronous?

    I have attached the test project here in case you want to check it out: dropbox.com/s/1iv0bvonih85oma/test.c3p

    Thanks!

  • Hello,

    Tonight I was trying to fix a bug and I could not find out why until I stripped down my whole project to a tiny series of events. I identified my problem and I'm wondering how Else works in the example below

    https://imgur.com/a/3GiQ0tq

    (I don't know why but my images won't upload so I had to put it on imgur)

    So Titles " On created":

    1. if Test = 1 and "Test = 2 condition" in Else is disabled, Sun and Rainbow get destroyed

    2. if Test = 1 and "Test = 2 condition" in Else is enabled, only Rainbow gets destroyed

    I thought Else condition was ignored if the first part of a condition was true, but it seems not to be the case "on created", could you enlighten me? :)

    Thanks

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  • Hello!

    I finally took the leap and moved on to Construct 3 yesterday. I have been working on the app I'm making for the past 6 months and I thought it was time too start some internal testing via the Play Store since I also want to add analytics and a single IAP in future.

    So I also opened a Google Play developer account, and added my app in the console.

    I wanted to ask you some advice regarding the app signing feature and check what's best to do and if I did it right or not?

    So here is my situation:

    • I have a keystore that I created a while back to create signed apk via PhoneGap.
    • When adding the app in Google Play, I have enable the App signing by Google Play inadvertently and uploaded the APK I signed with the keystore I had
    • I read in another thread posted a few months ago that there wasn't much advantage to using this service unless worried to lose the key.

    And here are my questions regarding app signing:

    1. Do I need to do anything when uploading new builds? Or can I just export and sign the build as usual in Construct 3 with my current keystore then upload it in Google play and it will work?
    2. Since I have backed up my keystore at different places, would it be best not to use the app signing feature, and publish another app instead (since you can't revert the app signing and I'm only at the internal testing stage)?
    3. Is it worth creating a different alias or another keystore, should I want to sell the app in future if I was to make others (probably will never happen haha)?
    4. I released an internal test last night, it's still pending publication, I suppose it's normal since it's the first time I ever released the app?

    It's all a bit confusing to me to be honest so I would like to keep it as simple as possible :)

    Note: I also read

    - construct.net/en/tutorials/building-signed-apk-android-28

    - construct.net/en/tutorials/building-android-apps-apks-in-construct-3-19

    Thanks!

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    you want to play Music1/Music2/Music3/Music4 in levels, and when switching to Menu you want to stop level music and play MusicMenu? When switching to level, you want to stop menu music?

    Yes that's correct. I'm currently using 5 different music in the game (which is actually a game for little children).

    Basically the idea is that every time I start a new game, I randomly pick a different music, and when I go back to the menu I always use the same music.So I have different situations:

    - Some games break down into levels and use different layouts. When the "level" is completed, a new layout is loaded, but the music is uninterrupted. You have to keep in mind that a level can be completed in 15-60 seconds depending on the age of the child. If the player goes back to the menu, the music ends and the music from the menu kicks in.

    - From the menu, you can go into sub-menus, which loads different layouts depending on the type of "game" picked. Because it's possible to go back and forth (from menu to sub-menu and vice-versa) without playing anything, I don't want to stop the music, so it remains uninterrupted.

    It's all fixed, I have tested it thoroughly, it was obviously my mistake.

    As you said the runtime, here did not make any difference in the end. It's only because I used the same file from C2 into C3 which was using the wrong folder, while the file I made in C3 was using the correct one. Hence the difference.

    As for the tags, I have learnt something new :)

    Ok after trying different solutions, I found my mistake:

    I was playing a Music from the Sounds folder rather than Music folder. It still found the music, and started playing after a delay rather than not working. Because of that I thought I was using the event correctly.

    I have changed to Music, and now music plays instantly and stops when I ask it to.

    So it is resolved :)

    Use tags! Check if tag "music" is not already playing, only then start playing music with tag "music".

    Hopefully I managed to do what you meant in the test above, else I'll be grateful if you could show me :)