DexRage's Recent Forum Activity

  • Hey, thanks for taking the time to check out my game!

    When it comes to releasing games, there's no one-size-fits-all answer, but for mobile platforms, especially with the intense competition, I'd recommend considering a free-to-play model with ads or in-app purchases.

    While I opted for a premium release with "Incessant," I must admit, if I were to do it again, I'd likely explore the free-to-play approach given the current market dynamics.

    Interestingly, right after the release, I was not that happy about the game's performance revenue-wise. As such, I engaged in a discussion on Reddit seeking feedback. It was quite an eye-opener and, in hindsight, a valuable learning experience.

    If you're interested, here's the link to the discussion:

    reddit.com/r/gamedev/comments/183e88f/my_first_solo_developed_indie_game_failed_request

    Feel free to check it out; it might provide some additional insights for your own game release strategy. Best of luck with your game on the AppStore!

  • Hi, sorry for the late reply. I think I figured out a way to do this using the 8-direction controller. thanks for dropping by :)

  • Hi,

    I'm currently working to implement a Weapon Wheel UI that utilizes gamepad joystick controls for selecting weapons in my game. I couldn't find any resources that cover this specific topic. I'm hoping someone in the community might have some guidance or insights to offer on this matter. Any help would be greatly appreciated. Thank's advance!

  • Hi all,

    I'm thrilled to share that I finally managed to release my solo-developed game, "Incessant." Your unwavering support and guidance that I've received over the months have been instrumental in bringing this project to life.

    I hope you all get the opportunity to play it. Thank you once again for being an integral part of this journey.

    Game Link:

    apps.apple.com/us/app/incessant/id6452398808

  • did a little more digging on this topic. looks like this issue was discussed.

    according to it, it's mentioned that this is a hardware issue!

    construct.net/en/forum/construct-2/beginners-questions-19/register-multiple-key-presses-101234

  • Thanks for the tip,

    just tried it, it doesn't seem to work :(

    Faced the same problem as before, it seemed to recognize some inputs but not all.

    I even tried mapping it to other keys. No matter what, the same thing happens.

    Have linked the test Project below for your reference.

    drive.google.com/file/d/113innZMRmaHqY76A0oCm6w5LkbnoLegl/view

  • Hi,

    For the 8-direction controller, when the player presses the → & ← or the ↑ & ↓ simultaneously, the controller stops moving.

    Like this, I'd like to implement a system where if the player presses the → ↓ & the ↑ buttons simultaneously, or any combination like this, I want the controller to stop moving in any direction.

    Basically, if the player presses 3 or more movement direction keys, I want the 8-direction controller to stop moving. Is that possible?

    I tried implementing this with the help of a variable. For example, If the player presses 3 or more direction keys, a variable will return "o". When this happens, I plan to disable the 8-direction controller.

    The issue is that it seems to recognize when I press ←, ↓, → keys at the same time. However, if I press the →, ↓, ↑ keys, it doesn't seem to return a value.

    Following is a screenshot of the event system I implemented. hope some one can guide me on this. Thanks for your time.

  • Thanks for the Update, I think I figured out a way I can make it work for my use case.

    I just had to place the "is not overlapping" section in the group and then deactivate it when "Sprite C" collides with "Sprite A".

    Following is the screenshot of this.

    Thanks once again for the support. Greatly appreciate it. :)

  • This is exactly what I was looking for. Thanks for bringing it to my attention.

    I never knew things like this existed in construct 3...

    One issue..

    Though I understand it on a concept level, After experimenting with the reference you provided, it's still not that clear on how best I can make use of this feature. Can you provide me with a more clear example?

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  • Just tried, doesn't seem to work :(

    Have shared the test project file below. Can you take a look and let me know what I might be doing wrong?

    drive.google.com/file/d/140KMZJ8rxJ5yTQgARFHYjXA8wpvjO0Qc/view

  • Yes, until the end of the level, I would like "Sprite A's" Sine Animation to be disabled forever.

  • Hi,

    I'm stuck with a simple problem. I'm trying to implement a system where, when "Sprite A" overlaps "Sprite B", the Sine Animation that I added to "Sprite A", gets disabled and then gets re-enabled after 2 seconds.

    At this time, before "Sprite A's" Sine Animation gets re-enabled, Say a different Sprite "Sprite C" collides with "Sprite A", I want Sprite A's" Sine Animation to remain disabled.

    Does anybody know how I can achieve this?

    Following is a screenshot of the event system that I developed for this. it doesn't seem to work As intended. no matter what, It keeps moving. Hope someone will be able to guide me on this. Thanks in advance.

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DexRage

Member since 16 Aug, 2021

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