DozeMaster's Forum Posts

  • male female option is the only one you can tell... there is no other way.. not even google knows what *** u have.. unless u state it in your profile...

    edited... there is no other practical way.. there are different methods to detect a user gender.. but in the end the most effective ones are the ones that are using user inputs.. even if you take the info from your own game options... or from their social connection i.e user connects with facebook or Instagram or some social account that allows you to take that specific table of information.

    you can experiment with the voice detection and many others or by taking snapshots and have a face detection or something else.. but they will never be as accurate as when people will say hey im a guy... or hey im a girl

  • Make $$$ with Flippa and C2. — Now for sale in the Scirra Store!

    https://www.scirra.com/store/ebooks/mak ... nd-c2-1147

    This ebook will show you how to make passive income with flipping and selling apps on Flippa.com using Construct 2 daily. If you learn the techniques that I use, then you will have no problems.

    Use this topic to leave comments, ask questions and talk about Make $$$ with Flippa and C2.

    lol seen this thread so many times just Flippa name wouldn't made any sense, now i realize it does Flip + App< backwards FlipApp.....Genius <img src="{SMILIES_PATH}/icon_e_geek.gif" alt=":geek:" title="Geek"> <img src="{SMILIES_PATH}/icon_e_surprised.gif" alt=":o" title="Surprised"> <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing"> .... interesting and yea the idea of changing the graphics its good, but only if you release the same app on different websites, or markets... i mean you can scratch some cash of the same game over and over, just youl lose fame on your developer, people will notice you for having same game but with different graphics not sure if thats a to good idea in end. but the flippa program i think i tried it some time ago , and it does look promising, im really considering your e book <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> but i have to wait to get some free time and more content in my hands.

    Ohhhh shiny!

    ---- made my day hahahaha

    thanks Ashley this is awesome

    you guys are awesome

  • ok 2 tested so far, mortar melon loads and is bit laggy compared to other games like angry birds and clash of clans etc.

    Square eater stopped working unfortunatelly, wasnt able to play at all.

    mortar melon i think its not made in Construct2 entirely, they even said specifically that they had a Demo in 2 days, which can mean they only needed a demo to attract some sort of investing to build it in some other engine, or using another language however the clash of clans and angry birds i think are native coded games, or by using some custom engine, or even unity, which runs much faster then the c2 framework, so you cant really compare them... a c2 game will always get stuck at around 35-45 fps on mobiles, if your lucky youl get 50-55 depends on how much graphic assets the game has in same time on screen and how willing you are to invest time in optimizing the code which can save you a lot of FPS. hope you understand. and hope you found the answers you wanted in the games you tested, unfortunately i cant actually give you my games, cause i had to remove all from google play because of some cordova update security issue. im to lazy to recompile them most of them i dont even have the source anymore.

    let me know what you found in your test that you did on bluestacks im curious

  • .... A second monitor would do the trick too....

    you know that you can see 2 event sheets at the same time? if you drag and drop them near each other that will save you the 2nd monitor and you can copy paste directly the same codes from one project to another if the objects , variables are named the same there is no need for a print button really ! well unless ur doing some e-book to learn faster the codes or memorize them.

  • no comment.....

    love it ... its pretty useful for slopes like games, had some problems some times ago for a rope game that needed some cool detection since the rope will bend around an heavy round object thanks man il give it a try

  • yapiiiii thank you : )

    event sheet is empty and every setting for project, scene and objects are default, thanks for asking : D

    can u snapshot the physics and the line that creates the balls and the hangs?

    btw whats ur computer cpu and graphic card? are the drivers for GPU updated?

  • looks nice, made me dizzy just by watching the images...

  • Yes, I know it is not related to C2 but I think alteast few to us might have published there games in android, so I though someone will help me with this.

    yea your right, but still is a google play problem, and its better to ask them, for the best answers, even though some of us may had similar problems and found a fix, the easy way is to google search the issue works every time for me i did found you some interesting links that may be solving your issue link1 link2 and there are plenty more which results in the bellow and above posts i did.

    it maybe a google play update problem, since you dont need to load nothing in your app, its their website and the app download counting, maybe your app isn't yet 100% approved? or something missing from the app store description? hope it helped you.. remember the sometimes the easiest solution is the answer.

  • can you share a capx ? or the events or conditions relating to the physics behavior? im pretty sure you did something wrong, a game like you show it should not use that much of cpu it should not even be noticeable

  • if you use physics you can check the bullet box will dramatically change the collision check and wold be more accurate. if you dont use physics then maybe add some extra safety distance? like 1-3 px ?

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  • you wold have to wait for it to update every 24 hrs i think check the google play developer guide book, the info you are searching is not C2 related.

  • no spoilers please...

  • what rekjl said its true but then most of the bullets spawned wold have the same amount of angle so wold overlap, you could spawn 3 bullets and give for each spawned bullet an angle for example action for bullet 1 lets say its middle create actorbullet. set angle to player angle, then the left wold be like this create actorbullet. set angle to playerangle-45 and then for right same as left but instead of minus set to + and there you go a shotgun spread bullet in 3 directions without the bullets overlapping in same angle ever.

    also for each bullet you can set a everytick or under each angle change another action telling to change the direction of movement towards the current angle they are facing. that wold be something like everytick or under the creation of each actorbullet line .... actorbullet>bullet>angleofmotion set : to self.angle

    and if u want the bullets not to go to far, just make a condition check for distance traveled and say smth similar to this actorbullet>traveled >200 px action>destroy...

    actorbullet>oncollision with walls

    or

    actorbullet>oncollision with enemy

    destroy

    here is a simple capx filedownload the link doesn't work anymore.. seems the files got deleted from filedropper servers.. il try re-upload them somewhere else if necessarily

  • you can use physics or use solid behavior with the bullet behavior which has a default setting for bouncing off from solids.

    bullets has the settings to bounce of solids... however its proportional with the speed you hit the solid. so if u move to slow you wont bounce to much. but i think using physics and when player collides with another dangerous object you could apply a physics force or impulse on the opposite direction pushing your char back.

    hope it helps