lionz's Forum Posts

  • Hello! For anyone familiar with the Mobile Advert plugin. I've been using it, and I have interstitial and banners working well but my reward video ads are always failing to load (and always trigger the video failed to load logic). Has anyone come across this problem and know how to resolve it? Thanks

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  • There's a Pacman template with Construct 3 called Eat 'em all

  • Desktop(NW.js) application and choose macOS

  • A better way of doing it is based on something happening set a global variable to 1. If global variable is 1, set continue button to visible.

    The something happening could be, colliding with that object, entering layout 2, or a save file is present.

  • I don't understand the jump element if you are flying in 8 directions, however take a look at 'vector y' on 8-direction behaviour, it pushes the player up with a negative value.

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  • System create object doesnt pick any instances so it'll pick the one that was created first, has the lowest UID, so in your game it'll be the one on the right. Spawn should work well though because you are picking the rocket. If you say rocket on destroyed > rocket spawn explosion it will pick that rocket.

  • Not sure then sorry :) you'll have to share the file to see what's going on.

  • Does the event sheet relate to that layout? Does clicking the splash go to a different layout?

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  • What type of game is it? The 8-direction behaviour is for top-down style games where the camera is above. Does it need to be 8-direction? There are other behaviours you can use for jumping.

  • System : on start of layout - play audio

  • You'll have to share more info on the files you want to play. I see you trying to play one level music which is playing fine.

  • Hmm not totally sure because the 8-direction behaviour moves in 8 directions but when you stop it snaps to 4 directions. Since you are using angle you could try setting angle for the sprite based on keys being pressed and making your own movement to accomplish this instead of that behaviour.

  • There's a few problems there so I'll try and explain without it being too confusing. I went with the variable method because I don't like the angle logic but it looks like you are using angle so maybe it's ok to use this instead (assuming the walk animations are correct for you).

    The main problem is those angle conditions for walk animations are running all the time so you won't be able to set an idle animation. They need to be 'sub events' but are currently just listed underneath as separate events which doesn't mean sub events in construct. You need to press S and add them so they are indented under 8 direction is moving event. That was maybe your problem from the start.

    So ignore the variable logic I mentioned, when you have fixed it so those angle checks are sub events/indented on the 8 direction is moving logic, all you need to do is copy and paste those events, change 8 direction is moving to inverted, and change your animations to the idle ones.

  • The particles do not relate to any rocket. The rocket picks itself but when you say particle destroy it picks all particles as none are defined. A quick fix is to put the rocket + particle in a 'container'. Then you create the rocket only, it creates the particle with it and relates to that rocket. When you destroy the rocket, the particle is destroyed. You never need to refer to particle, you say create rocket and destroy rocket, particle is created and destroyed like they are one object : construct.net/en/make-games/manuals/construct-3/project-primitives/objects/containers