OddConfection's Forum Posts

  • Can someone help with a Mute toggle useing LocalStorage

    Here's an example capx: https://www.dropbox.com/s/zgsbujrxdqr2x ... .capx?dl=1

    That’s unrelated. You can use the audio plugin to affect the volume of your game.

    It's not unrelated if you want the players choice to persist between game sessions.

  • Thanks for sharing.

    I've used this key: ZBANZ-GB7P8-5IB04

  • Hello, does anyone know where I can read the conditions for the acceptance of steam games ?. For example, what happens if explicit scenes of sex are seen in a game? So I mean that, I need to read the conditions on the acceptance of games in steam.

    You can find information about submitting to Steam here: https://partner.steamgames.com/steamdirect

    This is the section that covers what you're after

    [quote:3ol5iwku]Rules and guidelines

    We have a few guidelines about the content that can be distributed via Steam. Please keep these guidelines in mind when choosing whether to proceed with distribution.

    What you shouldn’t publish on Steam:

    • Hate speech, i.e. speech that promotes hatred, violence or discrimination against groups of people based on ethnicity, religion, gender, age, disability or sexual orientation
    • Pornography
    • Adult content that isn’t appropriately labeled and age-gated
    • Libelous or defamatory statements
    • Content you don’t own or have adequate rights to
    • Content that violates the laws of any jurisdiction in which it will be available
    • Content that is patently offensive or intended to shock or disgust viewers
    • Content that exploits children in any way
    • Applications that modify customer’s computers in unexpected or harmful ways, such as malware or viruses
    • Applications that fraudulently attempts to gather sensitive information, such as Steam credentials or financial data (e.g. credit card information)

    Accepted types of content

    We are currently accepting the following types of content: Games and VR Experiences. Non-game software is not currently accepted through Steam Direct. If you have a non-game software that you wish to bring to Steam, please see Distributing Non-Game Software.

    In addition to the above items, content you publish on Steam should of course comply with the Steam Distribution Agreement, the Steam Subscriber Agreement, Steam Online Conduct guidelines and the Steam Privacy Policy.

    I guess as long as your content isn't classed as pornography and is properly labeled and age restricted, then it should be ok.

  • BigZig11

    Set the bullet angle to 180

  • Every tick it sets to frame 0

    If this event is after any other event that sets the frame, you won't see any frame change.

    Do you need to set it every tick?

  • maximillion

    Rather than using the ScrollTo behaviour, you could use events to scroll to an offset of the players position.

    For example,

    Global Variable FollowPlayer = "Yes"

    System: Compare variable FollowPlayer = "Yes" -> System: Scroll to position (Player.X, Player.Y - WindowHeight/3)

  • RickUSBstick

    I'm working on a procedurally generated platformer with destructible terrain, which has between 3000 and 4000 64x64 terrain sprites, and that currently runs at 55-60fps, so it's do-able, even with over 200 objects with Platformer behaviour.

    I use a lot of optimizations like only enabling collisions on terrain when it becomes accessible.

    An alternative would be to use a TileMap, and when the player places a block sprite you use that to set the corresponding tile and remove the sprite.

    EDIT: Just to note that's on PC, TileMap would probably be better for mobile.

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  • mhmm ill give it a try, I wonder though, isn't there an option to stop music? so I play it, after 0.3sec I stop the sound before it shoots another bullet so it will sound like a loop?

    If I use a sound that has the full clip firing it can only be used if u hold the shoot button, and if you release it it should stop again otherwise it would keep sound like its firing even if you shoot 1 bullet.

    There is an option to stop a sound, you will need to tag the sound for that too, but I think the better option would be, as cjbruce suggested, to have a single shot sound (or multiple separate single shot sounds for variety), and play that with each shot. That's what I do in my current project and it works well for automatic weapons.

  • I've not done any art courses, but just saw that Udemy has a sale on, so you might want take a look at the top rated art courses on there while they're cheap.

  • The perfect way is here

    Apart from grid lines (which in most games you don't want) and separate variables for X and Y grid sizes, how is that functionally any different than what I posted? What makes it worth spending £1.99 for something so simple?

    Just in case anyone wants different X and Y grid sizes, e.g. for isometric, then here is the updated version:

    Global variable number GridSizeX is 64

    Global variable number GridSizeY is 32

    Sprite:DragDrop is dragging -> Sprite: Set position to (round(Sprite.X/GridSizeX)*GridSizeX, round(Sprite.Y/GridSizeY)*GridSizeY)

  • Bootfit

    First of all, you have the Fade on the Countdown sprite Enabled and set to Destroy on fade out, so it's fading out and getting destroyed before you press play. Uncheck Enable and Destroy.

    Secondly, you should put a Wait 1 second after each Fade Start, rather than Wait 3 seconds at the end, as it does the actions in order and all you'll see is a 1 fading out

  • Event 22, you currently have Platform is on floor inverted, which means it's setting X postion while in the air (jumping/falling), but you only want to do it while it's on the floor, so you need to remove the inversion Right Click->Invert

  • I'm not using C3, so can't open the c3p to check, but is this the same one where the player is continually set to the same X position?

    If so, in the event that sets X postion, add in a Player Is On Floor condition, so it doesn't do it while the player is jumping/falling, that way the blocks can push them back.

  • Pillarist

    Add a tag when playing the sound, that way you can add in a check whether the sound is already playing, before playing it again.

    Here's an example for C2, but you should be able to do the same thing in C3

    https://www.dropbox.com/s/gv7l6ns381q2h ... .capx?dl=1

    Without the tag check, you can continually click for a new sound, but with it in clicking will only generate a new sound when the old sound is finished.