Sofa_King's Forum Posts

  • Starting with the next beta r254, the mobile adverts plugin will support Admob SDK 20.0.0 and higher. The update also includes the new user consent forms.

    There will be more information about this next week, particularly around changes to the plugin and instructions on how to get the user consent form up and running.

    Will this effect developers of non-children's games?

    I was going to start work on implementing AdMob into my game today, roughly following the method doondookstudio outlined in his video. Will the current changes effect any of these basic functionalities?

    Thanks DiegoM!

  • If negated/inverted isn't working you could try Else, but you have a lot of conditions going on.

    😑😑😑😑😑😑

    Thank you newt

    😑😑😑😑😑😑

    This totally worked and I cant believe I didn't think to try the 'else' option.

    For anyone who may potentially have this issue in the future, just do this:

    If (Obj - Var=x) & (Obj - is on Layer x)

    > Then (... nothing)

    Else

    > Then (Create Obj)

  • I really cant seem to figure this one out and i've run into this issue more than once now.

    The above screenshot is just one example of something I have tried, but I thought i'd share it to make my question more clear. I need some way to check if an Obj, with specific variable conditions, exists. And then, if it doesnt exist yet, ill create it, which should then switch the event chain off, since the object would then indeed exist.

    In the given picture I am trying to check with the inverted 'is on-layer' condition, but it doesn't work. I have tried similar things using the 'is on screen' and the 'pick' condition, but I just cant seem to get it happening.

    So, to simplify all this rambling, what is the best way to 'check if an OBJ with certain vars is on a layout'?

  • 💯💯💯 Man that's fun! Great job! I love how much you did with so little. I cant tell if its sad or funny when the fish.

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  • Wow, I had no idea a tilemap could work as a solid like that. I'll give it a try! Thanks!

  • Here is an example of my old game, to show what I want to avoid this time. In the picture, all of the transparent red areas are sprites that prevent the player from walking into those areas. The transparent green and purple are other types of 'on overlap' event triggers. The tilemap is under this.

    The tile map system is awesome because I can move it all as one large chunk, but the sprites are all broken up into pieces, which makes it tricky to edit/move/change quickly.

  • Hi all,

    In the past, I made a game that used a tilemap as the background and used invisible sprites as walls (let's call them sprite-blocks).

    This worked pretty well.

    I am about to embark on a similar journey, but I want to see if there is a better way to go about the sprite-block thing. The way I have it set up now, is I use a sprite with the solid behavior, so when the player walks into it, it prevents them from walking any further. Like I said, this works well, except the number of invisible sprite-blocks can get very large very quickly.

    Is there a better way to create this sprite-block system? I would really like to have the blockers be collected into one object, like the tilemap is, so that I can easily switch out the tilemap and the blockmap at the same time.

    I hope I explained that well enough. Please let me know if I didnt.

  • I will be implementing an ads system into my game any day now. I was planning to use AdMob, but if it could be deprecated sometime in the near future, I dont want to put time into it.

    Does anyone have any suggestions for a easy to use plugin? Hopefully easy to use and free!

  • Hi juxwillx, Thank you for help I have tried both of this and it didn't help.

    Could you Kyatric help me pleas? It really seems like issue is engine related. I have also tried giving fallback files but it still didn't work. I am aware that apple products are causing a lot of problem and by the forums I can see that this is not first time this bug occurred because Safari had weird update or it slacks behind. But I am guessing Construct team wants games to be compatible with Safari and IOS also. So this should be considered as bug?

    Thank you!

    First, make sure you are using the correct sound file type. WebM is the best or FLAC (which will be converted into WebM via C3).

    Second, if the file type isn't the issue, then try moving the sound files from the sound folder into the music folder, or vise versa.

  • Nah, doesn't answer any of my questions ;) Reading first before replying wouldn't be harmful ;)

    - You literally asked zero questions in your initial post.

    - newt has done a great job of explaining.

    - There are some hang ups, especially in relation to developing for iOS.

    - It is super fun to use.

  • > That's a different question entirely and I guess the answer is you make one and upload it somewhere then use the URL in the properties. It isn't important for testing. You should also be using test mode ads on the plugin.

    Thank you I will look at the privacy policy.

    app-privacy-policy-generator.firebaseapp.com

  • Ashley,I can't open my project, which I've been creating for six months! Can you help me restore it?

    Do you have any backup copies?

    What were you doing before this issue?

    Have you tried opening it in a different browser?

  • Why not publish to web, or scirra arcade if you don't have somewhere to host it?

    To further Oosyrag's comment:

    - Export from C3 into 'Web HTML5' or 'Scirra Arcade' and upload it to the linked sites

    If you really want to export into EXE:

    - Pay the money lol

  • Thanks for all your help and advice oosyrag! Yeah, I can see what you're saying now, that I am using it incorrectly. I will have a play with it and see if I can find another way around the problem.

    On the topic of the peer not communicating with the host, it was definitely related to the beta. You are right about it not being that 'peer ready' trigger, but I have no idea what else it could be.

    I may just leave this one to the experts.

    Again thanks for the trouble shooting! 🌠

    EDIT:

    I found the issue; the peers were waiting for a message from the host, which only triggers once. So if the host somehow misses the original message, then the peer is waiting indefinitely.

    Just wanted to own up and say, this was not a construct error in the new beta, but my own silliness.

  • > Set up a trigger that happens whenever your player double jumps.

    > On your double jump trigger

    I Meant something like this:

    You can double jump for free, but if you jump again after a double jump, only then will currency start depleting, with infinite further jumps after double (as long as the player has jump gold)

    What calminthenight said works for that also. Just add an additional variable counting the number of times the player is jumping in the current jump 'set'. Then do a [if x>2 then subtract 1 gold]