Sofa_King's Forum Posts

  • Did you make any progress with this?

  • Hello,

    I've created a signed .apk with implemented Interstitial ads...

    When I install the .apk file as it is generated with C3, ads are showing perfectly fine, but after I publish the same signed .apk on GooglePlay and I install that .apk from GooglePlay, ads fail to load.

    Did anyone have the same problem or can anyone give me a clue where the problem might be? Thank you very much.

    You should also check your AdMobs page. Have a look to see if the requests are going through.

    Best way to test is:

    - In Construct, turn the adds onto test/debug mode

    - Export a signed apk and upload it into your phone via usb cable

    - Check the ads

    --- If it loads and plays a Google test ad, then you have done the code correct, so check your AdMobs account

    --- If not nothing loads, then you your code is messed up, so check it again

  • After compiling the game 👍

    I'd guess that the remote preview doesn't work because what ever browser your using doesn't have a 'share' feature.

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  • And make sure everything is in 'testing' mode until you are exporting the final version! I have been flagged because I ran one too many requests from the same device.

    One more thing, if you have a little extra cash, I would recommend looking into Chadori's Iron Source Ads addon set. I have found it to be far better than using Google AdMobs.

  • For me, the same code works the same way in both iOS and Android:

  • You don't need javascript, here's a way to do it with events. It uses the tiledbackground object to draw it, and uses some math to do the raycast calculation.

    https://www.dropbox.com/s/s8mz4i34djr89xy/raycast.c3p?dl=1

    Kudos to construct for giving access to collision points. I didn't use the line of sight raycast feature since that doesn't provide the necessary data to do the texturing.

    Also since events are so slow I tried utilizing javascript instead:

    https://www.dropbox.com/s/b6hy5e5f3xdldmz/raycast_js.c3p?dl=1

    It's much faster, even though it does the same thing. But man was that unpleasant to get working. Once i got past the syntax errors, i had to deal with all the silent errors that made it not work. Anyways, it's a shame js is needed to make things faster.

    Duuuude! You're amazing! Thank you for those. It really helps me to wrap my head around the concept. I booted up both and the only difference I could really see is that in the JS version the boxes looked far smoother. Where as the C3 one seems choppy.

  • - Native Mp3 to WebM conversion

    - Native subscription option in IAPs

    - iOS icons are auto imported into the XCode file correctly

  • Okay. Thanks oosyrag & R0J0hound!

    I will go with the ray casting and I will try to stick to the PlayfulJS method. I dont know any javascript, but maybe this is the right time to learn some!

  • playfuljs.com/a-first-person-engine-in-265-lines

    My understanding is that the original Doom was still pretty much a 2d game. Neither z elevation or the 3d object are necessary. If you are able to follow the above in Construct you should end up with a pretty good idea on how to customize and add to it for your own purposes as well.

    Thanks for the link! I read through it. I would have no idea how to apply that into C3 though.

    I found this template for sale. About to buy it and have a look at his code.

    And your 100% right. He made this template several years ago, so the latest improvements are unnecessary to accomplish what i'm interested in doing.

    Do the most recent enhancements make this any easier? Or faster to make?

  • Hi all!

    I know that Ashley and the whole Scirra team has been hard at work on the new 3d / z-order system. I have found and read the following tut on the topic (Ashley's Tut). But, I am still struggling to wrap my head around how to start. I have seen several examples of people putting it into action (erikjohansson Ex.1, rufson Ex.2).

    rufson has kindly provided his C3P for his project, but... tbh I have no idea how to turn this into something more real.

    I know this may be asking alot, but are there any step-by-step tutorials on how to get something like this working? I am a lvl.2 C3 N00b and need someone to hold my hand through this process.

    Tagged:

  • You may or may not already know this, but have that sprite sitting off screen at startup.

    If you try to load that during runtime, it'll have a heart attack, vs. having it preload on startup.

  • Trying some fake 3d with z ordering.

    This is also super sick!

    Man, you guys are all super inspiring. I hope that I will be able to make stuff like this one day!

  • Different environment for Bilkins' Folly

    And experimenting with local co-op

    So sick! I love your animation style.

  • You can use boolean variable, when pressing a key, you can toggle that boolean variable.

    If boolean = true, set mute.

    If false, not mute.

    I like this way more than my way <3

  • This is how I do it and it works fine for me:

    Like the other guys said, the issue with your code is that it triggers both events. That's why I use the 0.2 seconds and the =2 variable, to break the loop.

    BUUTTTT I can also see that the way I do it is super ghetto and perhaps what i'm telling you is not the best advice.