indy2005's Forum Posts

  • Thanks. Looking at Facebook Instant Games checklist, and you have to associate the app to a business? I assume individuals can’t therefore publish to Facebook?

  • Thanks, this seems to be working to only allow a single item to be selected.

  • I am checking if my dagger overlaps a playing card, and the dagger is overlapping two cards. So they both turn green, but the score only increments by 1? I would have thought the two overlap tests which prove positive must mean there were multiple iterations of the check in the event, and it would increment twice.

    I need to know, (1) how to stop the overlap test from processing multiple overlaps and terminating after the first overlap find - so I cant hit two cards with one throw....or (2) how to detect 2 overlaps, but get the score to incremement appropriately. This has undermined somewhat my understanding of the event system, but I am sure someone here will be able to explain.

    The issue is, my end level condition doesnt get triggered as the number of cards hit, has to equal the number of cards generated, and in this state - the condition is never met, as the double strike is only incrementing the score by 1, not 2 - so I will never reach the end level condition.

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  • I have a situation where I need to detect an overlap of a dagger object with randomly placed objects. The randomly placed objects do not overlap, but can be very close. It is possible for my dagger object may overlap two of these instances, but I only want one of them to have an action invoked on them.

    I was thinking of using a variable in the dagger object, which I switch to “hit” once I first detect an overlap, and then don’t process any more detections for this dagger once it is set to hit.

    I think though that when doing an ‘is overlapping‘ test, you can’t change the event selections mid way through.

    I.e only process overlaps if the dagger is not already set to ‘hit’. If I set it to ‘hit’ in the event action when the first collision is detected, will this impact the selections already made on the next overlap test in the same tick?

  • Thanks for all the suggestions, I have something which seems to work by randomising the positions. I did think about creating an array of positions, and may still do that. I am convinced you cannot check for overlap in the same tick you spawned the object in. I am doing the overlap separately in a separate tick by moving the overlap logic above the spawn logic.

  • Thanks, makes sense 👍🏻

  • I am just using mp3. Is there a way to change the format in Construct?

  • Works on my Android via chrome

  • Hi

    When developing on my laptop, my music plays. When launching construct directly on my mobile via Safari, when I test the game - the music doesn’t play - I do get my sound effects.

    Any ideas?

    S

  • Hi

    My game is nearly done, and I want to publish for the first time on Google Play Store.

    My question around the legal aspects. Do I need to set up a company or can I publish as an individual? Do I need a privacy policy if all I am doing is serving ads, and storing local high scores? If so, what’s the best way to generate a privacy policy and url (templates?).

    Do I need a website for the game, to provide support details and a place for the privacy URL, or can I just host the privacy url through one of the template companies I have see?.

    Thanks

    S

  • Thanks. In that case, what is every tick for?

  • Hi,

    I got it working by placing the overlap check into an every tick event, which should only run after the initial creation. So I dont destroy objects now, in the Every Tick event, I move the positions around.

    Not sure if I have to pin and unpin before setting the position. Can you set the position of a pinned object, as I am pinning it during object creation.

  • You need to move the condition from sub-event to event #60. "While" and the condition should be in the same event.

    I also suggest always adding this "emergency" exit condition to While loops, to prevent infinite loops: loopindex<1000

    Hi,

    I realise now that I was expecting one of the sub events conditions evaluating to False to cause the WHILE loop to exit, so thanks - it has to be in the same event. Still an issue though, the overlap test is not working. So I can get out of the WHILE loop but it is still leaving overlapped sprites. Can you not check for overlap in the same frame you spawned then?

  • Thanks will take a look. In your example, what is the exit condition for the loop? If you have multiple conditions in the While loop - does only one have to evaluate to False, or all conditions?

  • When I step through on the debugger, it just keeps iterating through first task, and never leaves. The game never loads in normal, non-debug mode. Stepping through, the iterations just keep going. You don’t need to know the right hand side. The screenshot shows the conditions are met, but iteration continues.

    I will post without debugger in the way tomorrow.