ForsakenBA's Recent Forum Activity

  • Track shifting example: dropbox.com/scl/fi/lni4b6qe6mxay8f18zocr/track_shifter.capx

    In this example I just show how to change lane which you can change the trigger based on your requirement.

    Very interesting. Thanks.

  • kongregate.com/games/PeopleFun/race-time

    In this game, the car moves on a fixed track. But if you accelerate too much, it leaves the track and moves onto the next one until it leaves the track.

    I know how to run on the trail. What I don't know is how to make this change of track when accelerating too much. Does anyone know?

  • > EDIT: I discovered the issue from version 397.2. If Minify is in Advanced, Mobile Advert is not working, but if you change the setting to Simple or None, then it works.

    Thank you for reporting, it may be useful to other users.

    I myself do not use minification for android games but only for web and only Simple.

    Thank you also for trying to help.

    I don't have a github account to complain about the bug, and I don't intend to create one for that. Bugs in Construct only increase, and this way of reporting them on github doesn't help.

  • EDIT: I discovered the issue from version 397.2. If Minify is in Advanced, Mobile Advert is not working, but if you change the setting to Simple or None, then it works.

  • > I've already created a new test game and the banners don't appear.

    Banners don't show up in test mode, it's not convenient but it is.

    In test mode only inter-page or reward.

    Everything should work fine in the working version.

    You're referring to version r397.2, aren't you? Because in previous versions I always did the test and saw the banners with the test stripe normally. This has been since Construct 2.

    Regardless, people with the game without the test option marked are also not seeing the banners. I decided to downgrade to version 397 and the banners work again but with the deprecated error.

    Repeating what I already said, I didn't change anything in the code. It was working in version 397 and in 397.2 after recompiling everything stopped.

  • I have exactly the same problem. And the worst thing is that I updated 12 applications that were working but with the SDK deprecated warning and now NONE are loading the banners.

    I've already created a new test game and the banners don't appear.

  • thank you for all your answers.

    You mean event sheet, not screen?

    But for event sheets it's the same, isn't it? time only passes if they're loaded with a scene, isn't it?

    So how do I do that? because you can't load several sheets at the same time?

    Time passes the same for the entire project. Even so, if you want, you can import an event sheet within another by right-clicking and choosing the "include event sheet" option

  • Suppose your open world for now is a small farm with 3 crops: Tomatoes, Potatoes and Carrots, each of them will be shown on a different screen.

    In this example, each object has 3 values. Random X Position, Random Y Position, and Size.

    At the beginning of the game you create an empty Array for each of these objects. (X=0,Y=3)

    Let's assume that every 1 second a Tomato is "born", every 2 seconds a Potato and every 3 a Carrot. All with initial size 1.

    You create an event screen and write that:

    Every 1 second, Add 1 to the ArrayTomates (X+1), and insert the other values ​​in the Y positions of the Array (posX, posY, size)

    Every 2 seconds, Add 1 to the Potatoes Array (X+1), and insert the other values ​​in the Y positions of the Array (posX, posY, size)

    Every 3 seconds, Add 1 to the Carrots Array (X+1), and insert the other values ​​in the Y positions of the Array (posX, posY, size)

    Furthermore, every 1 second, all these objects gain 1 in size.

    When loading the scene, you will create the objects by reading the respective Array. If you are loading the Tomatoes screen, you are reading the Tomatoes Array. And it creates objects based on the number of lines that were added to the Array, the corresponding X and Y position and the size that is also there.

    In this example, you could also set a different harvesting time for each type of object, which would give money when it reached a certain size and would "disappear" from the Array, giving way to another (the same thing that is done in idle games)

    In other words, time in this case passes to all "screens", but you only create the objects in the scene that is active, but this does not prevent other elements from other scenes from evolving, understand?

  • Thanks ForsakenBA for your idea, I can see the gist of it but I don't totally understand it.

    There's still a question hanging in the air but I think the answer is YES.

    When I go from one scene to another, time stops, doesn't it?

    The confusion in understanding is because when you refer to time, it implies that you are asking about project time in general. But you basically want to know if objects stop moving when you switch scenes, and the answer is Yes.

    Another option is to not use layouts in the first place, if possible for your game. You can use layers instead, and hide visibility (and remember to account for controls or input so they do not work on invisible layers). This way, all your "scenes" are actually on the same layout and running, just hidden.

    oosyrag, your idea works, and it is an option. But I wouldn't do that because of the memory consumption. Although the objects are hidden, they would still be allocated in memory. Depending on the size of the project, this would be fatal.

    However, manipulating values ​​in an array is fast, lightweight and easy to manage. But I believe there may be several other solutions for this.

  • I don't know if I understand, but I'll try to give my idea even if it's not exactly what you want.

    Instead of directly manipulating the objects in the scene, I would make different arrays for each object. For example:

    An Array for chickens, where the number of lines would be the number of chickens. With each new chicken, a new line is created.

    In the columns, you can put its X position, Y position, and if they have more than one color, another column for the Frame of each one.

    The same idea would follow for the other objects.

    This way, when you read the time, you just need to read the arrays to know the position of all the objects at the same moment. And create them according to the scene that is currently loaded.

    When time passes, you manipulate all arrays so that the change is synchronized between all of them.

    Sorry if that's not what you want, that's just what I understood from your problem.

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  • I believe I need a plugin, correct? Or could I read it using a third-party app installed on Android?

    Tagged:

  • I had the same trouble finding this!

    It's a strange place to put to options. I can't think of any other application (or part of Construct?) that puts options next to the Close Window button.

    Could the three-dot menu be moved to the toolbar, with all the other buttons? Maybe to the left of the preview button?

    EDIT: Or just leave it where it was?

    I agree with you, if I could give my opinion, the previous format was more visible. But I can also adapt to it now that I know where it is.

    It's not related to my topic but another change that is strange to me is this new "Main Button" menu. I always thought that the last option the developer chose should be the main one.

    For example, the default is "Preview layout", so if the person runs the Debug layout it would become the default, until the person runs the Preview layout again.

    Or the "simplest" would be to break down the menu as it was in Construct 2.

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ForsakenBA

Member since 13 Apr, 2015

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