BadMario's Recent Forum Activity

  • I don't think it matters whether you preload images or not. If your layout/level uses something like 500 mb to 1GB of RAM it will crash on a bunch of phones because they suck ( phones ).

    Your only option is to split this into 2 layouts so each uses 1/2 of that ( if game allows for something like that ).

  • Or maybe you can use a family instance variable ( RateofFire ) that changes depending on which weapon is used

  • ahh, should have checked the video of the game first. So it needs to be able to drop like that.

    I am afraid physics behavior will only work with interaction with balls, but as far as physics between the drawn structure and the rest of the environment, probably will need to code your own physics with events.

    Draw an imaginary bounding box around the structure then test that for collisions with the environment

  • Never actually tried this, but could you do the usual drawing lines thingy , but add physics behavior to sprites used to draw and set them to immovable. Then is seems you would not need joints at all, and since they are immovable they would ( obviously ) not move.

  • I figured out a while back that fade and text fields were both issues when exporting Construct 2 games with Construct 3 runtime, so I replaced text fields with sprite fonts, trashed fade behavior and created my own fade.

    Global or instance variable fade = 0

    When you need to trigger fade set it to 1

    Then just have and event if fade = 1 and sprite .Opacity <100 then sprite.Opacity = Self.Opacity+1

    May help you, may be simpler than trying out to figure out what is going on.

  • Use exact same sizes and names as default icons. Delete default ones then import new ones ( I think you have to delete first because you will end up with doubles. 64 x 64 is the size of the loading screen icon.

  • But be careful, if you have Steph Curry and Kawhi Leonard on your list they will always come out on top, no matter how you sort it.

  • Haven't actually tried it, but my first thought is scaling the layout while simultaneously scrolling to position of the object you want to zoom in on.

  • There is Touch.X and Touch.Y

    you could set a global variable called something like aim or target and update it every tick with

    if mouse mode aim = angle(gun.X,gun.Y,Mouse.X,Mouse.Y)

    if touch mode aim = angle(gun.X,gun.Y,Touch.X,Touch.Y)

    Then fire in that direction ( aim )

  • I would use separate mouse and touch controls. Disable use mouse input in Touch properties and do separate events for Mouse Click and on Touch. You can dump these events into 2 groups ( mouse and touch ) and enable/disable each depending on players' first interaction with your game, for example if on any touch is triggered when they start game enable touch controls and disable mouse.

    I am sure there are other ways, but from my experience and games behaving differently on different browsers and when they are iFramed, this is a better way.

    Also if I remember correctly, for rapid fire shooting on any touch start worked better than on tap gesture.

  • No you are not.

    If screen shots were the problem then that is what the error message should have told you, not some nonsense about unoptimized APK.

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  • Thanks for replying,

    In that image it says that if I select T ads for G, PG and T will be shown, only Mature ads will be blocked. So I guess I also have to use another setting , app rating, set that to 13+ to make sure only T ads are shown.

    Basically nonsense. If my game is for everybody, then Google should filter ads based on users' phone info, meaning not show mature ads if they know game is being played by a kid ( and they do know most of the time ) It is their responsibility not mine because I actually do make games that can be played by anybody from 7 to 107 years of age and I want to show whatever ads are available to older people and whatever there is for kids.

    I am literally not targeting any age group ( and I am using literally literally, not figuratively )

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BadMario

Member since 3 Sep, 2015

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