Zathan's Forum Posts

  • Thanks guys

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  • barcontrol.X = bar.Width*(audio/100) + bar.X

    Thank you very much!

  • Hey, I tried both metods but with no results... sorry, I'm a noob. :/

    can someone explain me clearer or fix that in the capx, please?

    And thanks for the answers

    oh... and the touch thing I've already done.

  • I'm using a custom audio slider to control all my project sounds, but it have a little issue...

    This project have 2 layouts: menu and gameplay. When I set a value on the slider (menu layout) and go to gameplay, everything is fine. But when I lose and back to menu, the slider is reseted...

    How can I fix that? please, take a look on the capx.

    https://db.tt/zTFS77hG

    Ah and, if possible, can you adapt the slider to touch? I tried but with no good results..

    THANKS.

  • > Shack You have all the control... do a test and, if you find any difficulties, just tell me

    >

    I don't fully understand how set vector Y works to create a horizontal jump. Also when i use the platform behavior, the character only jumps when it is touching a platform.

    Oh, I didn't understand your question... for the horizontal jump, of course, use the set X vector...

    And to do a jump without touch the ground, use set Y vector with a negative value.

  • Shack You have all the control... do a test and, if you find any difficulties, just tell me

  • >

    >

    > You need to use "Is Touching Object" instead, which is a condition rather than a trigger.

    >

    It worked perfectly

    While you're here, can you answer this too? I only want the player to move a little bit, similar to a Jump in the Platform Behavior. Is there an easy way to do this or should I just set a Platform Behavior and rotate the player depending on the direction they tap?

    The easiest way to do a 'flappy bird type of movement' is using the platform behavior... with the 'set vector y' action you can do the "jump".

  • Just create 1 obstacle sprite and put the other obstacles in other frames.

    Then, when the object is created, assign a random frame.

    For more pipes than other objects, put 2 or 3 frames just for it.

    Or use "choose" like that: *the 0 frame is the pipe*

    choose(0,0,0,1,2,3,4,etc)

  • Zathan - that would be a good assumption for the API settings, but it doesn't work (and is why I asked Austin how to disable it and why he told me there wasn't a way ). If you select disable clay login the popup login window then appears anyway when the game starts... There's also no way of controlling the plugin's attempts to log in by using the event system. Frustrating!

    I also just discovered a bug testing this - I can't seem to get the plugin to work in IE11 - it gives me a javascript failure (about to post it on the clay thread).

    Hm..

    Well... just another good option that doesn't do what we want

    And that's what I'm talking about... thousands of options, zero just working properly.

    Let's go find a WORKAROUND.......

  • I emailed Austin about this a while ago (I actually was interested in exporting a version of my game that did not have the clay login prompt whilst keeping the plugin in the game code) and he told me that it is not possible to have the plugin there without the login check. The login is part of what it does, I understand and I imagine you would have to alter its JavaScript to change that function.

    Yes, but I think this don't need to be on the game start. There is this option in the API settings:

    "Always show Clay.io login box on load when a player isn't logged in".

  • bscarl88

    Yes, it's possible. That's why I'm using clay... in my opinion, it is the best option for things like ads, leaderboards, etc, FOR NOW.

    There is an option in the site to disable the initial popup of the login window. Then, you can call it with events.

  • I've already posted this in 'Frequently asked questions', but seems like just a few are still going there... so, I decided to put here. Hope that helps!

    First of all, sorry for my archaic english.. lol

    Well... I was searching the 'Frequently asked questions' topic for a "slider" to control my game audio and whatever, but seems that haven't. So, I decided to make my own looking on that two topics:

    how-do-i-a-volume-quot-slider-quot_t106367

    example-how-to-make-a-configurable-slider_t67233

    Note that I'm not a programmer... so, if anyone wants to modify/improve and post here, go ahead <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Demo: https://db.tt/ENiegY1g

    Capx: https://db.tt/yXWFsKMW

    Cheers <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

  • I'd use clay, but I just wish I didn't have to make the user login to see the ads

    The user don't need to login to see ads, but for achievements and leaderboards.

  • I agree.

    C2 is an amazing game making tool, but if someday Scirra wants to reach the upper division (helped by a bunch of fun, polished AND profitable games), then users should be able to easily and seamlessly implement monetization in their games.

    Yup... monetization is a very important thing. Put that in our games may not be hardest than make the game.

    The same to the wrappers...

  • Closing, original report link is now a 404.

    Yup, sorry... I can upload again if you want.

    Do you understand the problem, Ashley? It's a bug?

    edit: link updated.