smumpy's Forum Posts

  • thank you so much

  • So i finished my game and exported it as an APK file, however, every time i go to upload the APK on Google play I keep getting error "You need to use a different package name because "com.john.app" already exists in Google Play.".

    I am unsure how I even set it to "com.john.app" to begin with and cannot find how to change this anywhere in construct, from what I read this is something you edit/set when you compile your game (which I am assuming means when you export your game) but there is no section I see that has "com.john.app" anywhere. Can someone help me understand what I am doing wrong?

  • use an animation for when it is in motion that has it start at it its starting point, go into movement (and thus become larger as it approaches the screen), then reach its destination (becoming smaller along the path). then just have a shadow sprite that is set to the position of the ball, maybe accomplish this by creating the shadow sprite and then setting position to ball.x and ball.y while it is in motion, or otherwise at all times, or maybe some offset of ball.x,ball.y so that it appears under it

  • btw, just out of curiosity, did you model the dude in the pic after Stephen Dorff?

  • maybe have an option that when you click the text it brings up a subsequent box that has the large font within it until you release your click (IE touch, when holding object, create _____)

    that way the text appears normally until you click the box, if you click the text under the photo it brings up the text for easier reading in another box that has larger text

    however, this doesn't really affect your problem of the large font affecting your game, this is merely a possible counter solution to having larger text without affecting your created sprites

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  • determine the place of the volume bar (maybe it's broken into 8 parts); if on 1 then set volume to -20dB, if 2 set volume to -10dB, if 3 set volume to 0dB, if 4 set volume to 10dB, etc... through 8

  • maaan all the time i spent copying every event individually, smh lol

  • i also would guess that using the same "on up arrow pressed / overlapping ladder" logic you could just make your character actually move up (8-direction) then change to animation_ (your climbing animation)_, then beyond that with the jump off; when "ladder variable" is active/true and space is pressed change animation to jumping animation (maybe change player speed while falling or use physics behavior maybe?) then move in direction you are facing. this is just an alternative to try to help.

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  • cool project, good job that's cool

  • could you clarify your specific question?

  • dang, thank you for your answer i appreciate it... that's even more confusing why this isn't working lol

  • took a look at ur project, sorry i wasn't specific enough,

    if you are looking to use the simulate movement logic try setting it so that (the numbers here are just examples to start with, tinker for what you want);

    every 8 seconds simulate left

    then separate event

    every 12 seconds simulate up

    then separate event

    every 18 seconds simulate down

    then separate event

    every 21 seconds simulate right

    the reason it isn't working is that it is saying every 1 second to simulate movement left, right, up and down whereas you want it to switch between all four at different points

    if you want to do pathfinding to player you will need to decide the condition that determines what decides if they are moving towards the plater (for instance it might have to do with what size the player is, if the player has BIG = true then have enemies target player and move towards them(BIG would be either a global/instance variable, then just decide the condition that determines what toggles the BIG true/false) if BIG is false then disable pathfinding (which is as simple as setting stop pathfinding i'm pretty sure), you could also use line of sight behavior functionality if that floats your boat, though i haven't used line of sight very much so i recommend looking up any tutorials for it you can find, however;

    first add pathfinding behavior to your enemies

    once you decide your condition then the pathfinding logic looks like this;

    is pathfinding condition met (BIG =true/false, or maybe LOS to player =true/false, etc...)

    then

    on condition met -- enemy find path to (player.x, player.y)

    on pathfinding failed to find path -- find path to (player.x, player.y)

    on pathfinding path arrived -- find path to (player.x, player.y)

    then you want to have;

    on path found -- move along path

    this will not only have your enemy move along the path when the condition(s) is/are met, but will have them continue to track the player whether they arrive at the player's position or if they get stuck and fail to find a path

    personally i used both simulate movement(s) (up/down/left/right) and pathfinding in my project so that even when pathfinding is not active the enemies move around the map

    but you can do what you want, you know?

    you may also try referencing this:

    scirra.com/manual/154/pathfinding

    helped me quite a bit in understanding how pathfinding works

  • i can't find the answer online just wondering if anyone knows, if you use trigger once function does it mean trigger once during the layout, or does it mean trigger once every time the conditions are met and then reset and then met once more?

  • Finally figured out how to break it up, added is notslotted false condition to the reset position toggle, and had to add a reset trigger to notslotted (setting back to true) once it resets position, this correlates to the SlotCounter function [SlotCounter is a number instance variable on each of the slots].

    the logic looks like this;

    is power up overlapping slot?

    is SlotCounter > 0

    Slot1/2/3 text = powerup.text

    is not slotted false

    then

    set powerup position back to original x,y

    set SlotCounter to 0 on Slot1/2/3

    set NotSlotted to true on powerup

    edit:

    seems to work initially with all powerups on each slot individually, however, if you attempt to equip 2 or more at one time they begin stacking again, will update when i understand why