jeffige's Forum Posts

  • A few of my testers have asked that i add an option to lower/raise the sensitivity of the ball.

    I have the events set up to check for tilt, and it worked fine with a set amount. I've tried adding an option that allows the user to touch 3 different circles that would lower, raise or keep the sensitivity the same. If they touch a certain button, that button's group gets activated and the other 2 get deactivated.

    Problem: either the circles are not setting the input ( i have a GV Tilt_Select to set the input: 1, 2 or 3, then save that in localstorage) or the groups/GV are miscombobulated.

    What's the best way for me to create this option?

    Whatever options would serve best here?

    Keeping in mind whatever option, i really need to be able to keep that option in line with the look of the game.

    Thanks for any help.

  • Has anyone ever added the promo code option to their game?

    How can I add one and have google check the code?

    Any help is greatly appreciated.

  • Look at my second response in here, it seems related :

    You probably need to go to the On Created events for this, since the discs will be created with a set speed. You can set the speed there to a global variable and have this increase when a certain number of discs are destroyed.

    Thanks again for all the replies.

    Could i somehow make that GVSpeed into random?

    All the disks, LG, MD, SM move with an overlapping random speed. So the LG Disks move at (50, 80) and MD move at (60, 90).

  • Stay with me...

    I have 6 different disks: LG, MD, SM that travel at angle 90. LG, MD, SM that travel at angle 180.

    The disks are labeled(what else) 90LG, 90MD, etc.etc.

    I have this event:

    System > every random (1, 1.5) secs - System > create object 90LGDisk on layer at .......

    90LGDisk > On created - set bullet at 90/ set bullet speed to random (50,80)

    What i would like to do is:

    After a certain amount of random time or random 90LGDisks destroyed > increase their bullet speed by a random amount.

    I tried using a GV to set their bullet speed at first, then increase that over a random time or random number of disks destroyed. But...I can't figure out the expression to use.

    I would rather use 'random number of disks destroyed' - since the GV (90LGDisk_Count) counts how many 90LG Disks are destroyed, when this gets to a random amount, it resets to 0 and smaller disks are created, and it would be more uniform than using a random time.

    Basically it would be something like:

    90LGDisk > On Destroyed

    ___System > For each random (100, 120) - 90LGDisk > add to (90LGSpeed +20)

    That's not it of course, but i hope you get the idea.

    Big thanks for any help with this.

  • >

    > > Does the browser > focus action work? And let it go off now and then so if doesn't dim the screen.

    > >

    > > Never had that problem before as my mobile games always require touch inputs but I guess you are using gyro or something as controls?

    > >

    >

    > Yeah, there's no touch during gameplay, only need tilt.

    >

    > I am using cranberrygame plugin. It only has acquire an release. Not working.

    >

    I see, but try adding the browser plugin as well and try the focus action. No need changing anything else just use it for the focus action.

    Okay. i'll try that and update soon.

    Thanks for the replies.

  • I would just include an is in touch condition to the game.

    If you set it to set timescale to zero when not in touch you have an effective pause feature.

    Thanks for the reply, but how do i add an "is in touch" if the user does not have to touch the screen during gameplay?

    Not including the Menu, Options and Store, and only during the actual playing of the game, the user only has to roll a ball around the screen. Sometimes it last a few seconds, sometimes minutes.

  • Does the browser > focus action work? And let it go off now and then so if doesn't dim the screen.

    Never had that problem before as my mobile games always require touch inputs but I guess you are using gyro or something as controls?

    Yeah, there's no touch during gameplay, only need tilt.

    I am using cranberrygame plugin. It only has acquire an release. Not working.

  • I tried using cranberrygame's power management plugin using something like:

    Ball - is on screen > CordovaPowerManagement - Acquire

    Ball - is NOT on screen > CordovaPowerManagement - Release

    But the screen still dims.

    Anyone know how to stop the screen from dimming during gameplay when there is no touch involved during gameplay?

  • >

    >

    > OMG! Really!? Thanks brother. That only took 3 weeks to figure out.

    >

    > Now, maybe I can figure out a pause/stop and resume/play when only the leaderboard or achievement is showing.

    >

    im making game with leaderboards too

    its easy what you trying to make

    if leaderd board is visible set set master volume to -100 db

    ELSE

    set 0db

    You see...I don't have "if leaderd board is visible"

    Cranberrygame doesn't have anything like that.

  • OMG! Really!? Thanks brother. That only took 3 weeks to figure out.

    Now, maybe I can figure out a pause/stop and resume/play when only the leaderboard or achievement is showing.

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  • (At least that's how I think to explain it and what the problem is)

    Been trying to resolve this issue for the longest time with no luck.

    When the mobile browser gets suspended, google achievements, leaderboard or an external page is shown, the audio no longer plays. When the mobile browser resumes, the audio does not resume. The user has to close the game, and on restart the audio plays as intended.

    I've tried every event/action combination i can think of with no luck. Sometimes the audio will play as if it just got resumed then paused again quickly depending on how much time the mobile browser is suspended.

    Can someone please help me to understand this problem so we may try to resolve it?

    Any help is greatly and immensely appreciated.

  • IGDev

    Good luck with that. My game is 99.99% done, and been trying to figure this out for 3 weeks now.

    It has something to do with the game getting suspended i think.

    If you figure this out, please let me know.