WRS's Forum Posts

  • That's interesting!

    Thanks WRS!

    I just made this change in my game and it is definitely working, very neat too, it's not too hard to make either, you just place objects in the objectbank layer and Construct does the rest! No more having to remember to put all instances in and on the outside of each layout!

    My original understanding of Construct is that it only loads the objects on the layout. Maybe I made a mistake with this or this changed when r125 came out but after r125 are object banks still needed?

    I can not answer this question as I use the Construct from the r136 version))) How it worked before I do not know)

  • So if I understand you correctly WRS, you are saying that if you place the object in a different layout and use it as an "Object Bank", set all of it's properties, the way it's facing, initial instance variable values, what behaviours are enabled and their values and effects, it will load them from that layout into the layout that the player sees and you don't have to set them right after it creates the object in an event action block (unless the value varies) and this works for spawn an object and create object actions?

    And are you saying I should try making an object bank for my enemy characters because it will fix this problem like it did for you?

    I did try what I said I would earlier. I moved the event block into my standard move function and interestingly enough, the actions for moving the enemy character is running but the tilemovement behaviour for simulate tilemovement pressing up is not working but it will log a string to the console for me and if I replace it with "Set position to Self.Y-1 like I did in my previous screenshot, it will move.

    This is very strange indeed. I am very curious as to what's happened here. I'm starting to become convinced there is an issue with the tilemovement behaviour. I'm not 100% but it's a mystery. The trouble I am having is reproducing this in a new project so I can report this to be fixed unless you are willing to have a look Ashley - I know you're busy, but I would love for you to check this out. If it is indeed a problem with the tilemovement behaviour or an issue that families cause in general when using the replace object feature, it could be a good optimise for Construct. I'm happy to send my project through to you so you can see what's happening with it.

    Yes that's right.

    The first moment of use.

    For example, you have a camera (this is one sprite), but it can be sent in 4 different directions. Top, bottom, left, right.

    If you create 4 copies of the camera and configure them initially in different directions, you can simply copy the camera you need from the layout, without customizing the behavior there.

    The second point of use.

    You create an enemy and set up all your behaviors.

    Then, at the very level, the enemy is created automatically by an action - to create an object. In this case, the system will take all configured parameters from the very first instance.

  • What is an object bank?

    Why would you need one?

    When you create a new character, (it will be the very first in the game, it will be a copy of number 1) you assign different behaviors to it and format their settings. For example, the speed of the character, its viewing angle, and so much worse.

    So here. Subsequent copies of this character will take the settings from the first copy of this character.

    Since you do not need this template on the real game mapping, you create another layout, it will not be displayed in your game. But when you are modeling levels, you simply copy all the elements from this layout and they already have the parameters you need.

  • Are you saying that you fixed this by placing all of the objects for my enemy characters and their helper sprites into a separate layout like an object bank?

    Do I understand correctly that your enemy appears on the map and is simply not in place, inactive?

    And yes, I have a separate layout specifically for all objects where I set up their properties.

    If the problem is in the 9 patch, just delete it and see if it will work without it, then you will return it.

  • I have 3 enemy characters that I originally thought putting them into families would be a good idea. Characters in my game use the tile movement behaviour to move around.

    They each have containers with 8 helper sprites in them which helps them do all different things with all the same behaviours and almost all the same instance variables and effects. Each of the helper sprites has a family of their own type.

    I realised that when I was programming the different enemy characters, I wasn't really using the families because they need to act independently from one another. so I wanted to take them out of the families.

    So I manually created the sprites for the enemy character and all of it's helper sprites, put all the instance variables, behaviours and effects in, used it as a template for the other 3 enemy characters. I made the appropriate adjustments so each enemy character with no family were the same with the sprites that are in the family, apart from the name.

    I highlighted and replaced all the events for the first two enemy characters and all of their helper sprites and they both work perfectly.

    The third one however, replaced all objects in the events without error but when the enemy spawns, it does not move. I don't know what else I am doing wrong. The only difference between the third enemy character and the first one is that I have an 9patch object that has nothing to do with moving the character in it's container.

    But if I was to use the debugger to move the character to a different place, it will behave as expected.

    Has anyone else experienced an issue like this? How did you fix it?

    I do not know whether it will help you or not, but I had the same problem.

    In my case, I cut it by creating an enemy in advance (I use for this a separate layout where I place the first copies of the objects)

    I do not know why this stupor is connected with some objects (Enemies). But if there is not a single object on the ground, then they can stand still after you have thrown them out of the family or removed the first copy.

  • WRS

    instead of using the start x and y in the distance calculation, use the Last x and y (and the current x,y). Every time you check the distance traveled, update the Last x and y.

    distance(lastX,lastY,player.x,player.y)

    lastX = player.x

    lastY = player.y

    Big senks!!!)))

  • You calculate distance from the start point to the player and that's the distance travelled in pixels : distance(start.x,start.y,player.x,player.y) assuming you are just moving in one direction, you didn't give any info about the game.

    I need to count the number of meters passed in any direction, left, right. I can not count from the initial coordinate as the player can walk in front and back many times between this point and the distance should only be added.

  • Tell me how to make such a condition.

    I need to get every pixel passed by the player. That is, if a player has move 100 pixels, I want to add 100 pixels to the variable.

    that is, I need to get the distance traveled by the player. How can I do that?

    In fact, I need to take away a strip of fuel when the car goes.

  • You firstly need to set up the subscription in App Store Connect. Once you have done this you will do something similar to the image below within your app to purchase a subscription:

    What I'm doing above is when a user clicks on an image of a button I initiate the purchase of the subscription (ie. MobileMasterIAP -> Subscribe Product "SubscriptionID"). I then check if the subscription has succeeded (ie. MobileMasterIAP -> Subscription Succeeded - this has another condition which identifies the specific ID of the subscription that has been purchased.). I then run through a series of actions that occur when the subscription has been successful. In the case of my app, I change the image of the button from one that says "Subscribe" to "Subscribed" and then I set a variable which unlocks content in my app.

    thank you for help.

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  • You cannot do this natively in Construct 3. The Construct 3 IAP plugin lacks this functionality (as well as being bug ridden!) and as such I can't recommend using it. I have recent purchased the Mobile Master IAP plugin, https://chadorirebornxd.itch.io/mobile-master-monetization, which also come bundled with a plugin for displaying adds. This sells for $39.99 USD. It is worth every cent though. It works well, is very easy to use, and is well supported by its developer. This plugin has the ability to implement subscriptions. It would be well worth having a look at if you want to implement subscriptions in your app.

    Thank you very much. A little expensive of course for me. (((But since there are no options I will think.

    Can you customize ads from Google Ads?

  • The Mobile Master IAP works really well and is easy to use. I've swapped out the native IAP plugin in favor of this in one of my apps. I've even added a subscription option to the app to give my users additional choice in how they access content. This could not have been easier. The fact that the native IAP plugin lacks subscription functionality is a glaring omission in its functionality. I highly recommend buying the Mobile Master IAP plugin for anyone who needs a reliable way to monetize their apps.

    Could you give an example of how you made a subscription and in general how to set it up. I will be grateful.

  • Tell me how you can implement a subscription to the application on ios.

    I want to implement the usual subscription scheme, that is, a person will download the application for free, for 7 days he can use the application for free, and then the automatic subscription is turned on and deducts a certain amount from it every month.

    Subscription standard which is integrated into the user account on ios.

  • After dancing with a tambourine, I managed to solve the problem as follows.

    Find the file: consentform.html

    and replace the top line with the same extended one:

    <meta name = "viewport" content = "viewport-fit = cover, initial-scale = 1, maximum-scale = 1, user-scalable = no, width = device-width">

    Find the second file: CDVWKWebViewEngine.m

    Add code to Cordova-wkwebview-engine \ SRC \ IOS \ CDVWKWebViewEngine.m between line 99-100,

    // re-create WKWebView, since we need to update configuration

    WKWebView * wkWebView = [[WKWebView alloc] initWithFrame: self.engineWebView.frame configuration: configuration];

    // add begin

    #if __IPHONE_OS_VERSION_MAX_ALLOWED> = 110000

    if (@available (iOS 11.0, *)) {

    [wkWebView.scrollView setContentInsetAdjustmentBehavior: UIScrollViewContentInsetAdjustmentNever];

    }

    #endif

    // add end

    wkWebView.UIDelegate = self.uiDelegate;

    self.engineWebView = wkWebView;

    * - 99 is deleted as it duplicates the first line of this code.

  • Who faced the same problem. I decided to rename it all the sprites in the game in English.

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