BlazingAngel3's Recent Forum Activity

  • Hi everyone!

    I'm planning to have a survival game of sorts with enemies pathfinding to the player. There's going to be walls that the player can place down to build a base. I want the enemies to stop on the wall and progressively break it down over time.

    My first idea was to have the enemies not account for the walls in their pathfinding, and simply on collision, freeze them until the wall breaks.

    I was wondering if there's a better approach to this, or if someone's done something of the sort in the past.

    Thanks!

  • Hey guys,

    I've been trying to get pathfinding to work properly but I'm at my wits end. The red squares always partially go into the wall, sometimes ignore a wall completely or get stuck in them. I've tried many different cell sizes with positive (and negative) cell borders, but nothing seems to work. I had best results with cell size 70 and border 0, and making the layout walls match the show grid (70x70) but it's still not passable as a game since the wall issues still happen just not as badly.

    Could someone take a look at my .c3p file and let me know if they have any luck with it? Thanks guys I really appreciate it:

    https://drive.google.com/file/d/1_5Kqc7URgoV2Gq45h-UXi-0oC4y1WVCs/view?usp=sharing

  • Hey guys,

    I haven't really posted anything lately, but I wanted to share a recent game I made using Construct 3. It's basically Air Hockey and Golf combined with different levels.

    I think maybe I'll add a level editor and an online database for player levels next, but I just wanted to show what I made so far.

    https://play.google.com/store/apps/details?id=com.dsproduction.icehockeysaga

    Thanks for reading and have a great day :D

  • No I didn't. Today I tested again with him and it didn't work so I added some variables to see if they're being assigned host & peer. It seems like they are being assigned the proper role, recognize they're in the room and that there's 2 of them. After trying it again, it magically started working again...

    Maybe sometimes it just takes a reeeeeeally long time for peers to actually establish a connection to each other.

  • So, I made a multiplayer game then exported it to android for my friends to mess around in. I then tested it with my friend (different wifi) and we connected and played 3 rounds with no problem.

    An hour later, we try to play again but cannot connect. Multiplayer.CurrentRoom shows that we are in the same room and Multiplayer.PeerCount is 2 so it seems like we have successfully connected, however the 'On peer connected' is not being run in the host's event sheet making the peer's object not be created.

    This is extremely weird and I haven't been able to figure this one out after trying to fix it for hours. The game still works in 2 browsers and we've been able to connect before so it doesnt seem like our networks are the problem... Anybody have any ideas?

  • I'm not too sure if this is the issue, but Cocoon.io requires you to delete your config.xml before you zip the files. You can also try the cocoon ads plugin (it's what I use and works for me)

  • Here's the link: bit.ly/2FLZyQ7

    Unfortunately it seems you can't get it seperately, and have to buy it as a bundle of plugins. I haven't used the plugin myself so I don't know how it works.

  • I personally use cocoon.io for ads. It works instantly for me, you should take a look at it. Here's a YouTube tutorial showing how to integrate admob ads using cocoon: youtube.com/watch

    The only downside to using cocoon is that they put their splash screen on your app when you launch it (it lasts only a couple seconds).

    In case the tutorial isn't clear, these are the steps to adding ads and exporting to cocoon.io:

    1) Download cocoon ads

    2) Insert the cocoon object into your game

    3) Edit the cocoon object and add your interstitial/banner ids

    4) Somewhere in your event sheet, (on start of layout for example), you need to put 'load interstitial' or 'load banner' from the cocoon object.

    5) Add 'On interstitial loaded' or 'On banner loaded' -> show interstitial / banner

    6) Export to cordova but don't minify (doing so will result in a black screen)

    7) Go to your exported files and delete config.xml

    8) Put all the files into a .zip folder

    9) Go to cocoon.io website and upload your project

    10) Edit settings and whatnot, go to plugins -> cocoon plugins, scroll down and look for admob-native ads for ios or android or whatever you're using. No need to put ad id's here.

    11) Make sure to use canvas+ and export to whatever platform.

    12) Ads should load if you did it properly.

    That's pretty much it, I just started using cocoon because I found it easy to use and it worked for me

  • I think he meant Bluetooth. Cranberrygames made a bluetooth plugin, check it out here:

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  • Hey guys, I have a question regarding multiplayer.

    So basically, the game would be a shooter from birds eye view (like the rain shooter demo).

    Would it be possible to add walls to such a game and use construct's built in Multiplayer plugin?

    I've heard that with platformer's the solid platforms interfere with the lag prediction feature (interpolation or whatever it's called).

    Would walls in this game also interfere with C2's lag prediction features? Thanks.

  • Thanks dude! I tried both ways. The point worked but then if I got to an edge it would stop. After using that point idea, I realized how much I should offset the player's y by and check for an overlap.

  • Hi guys, I have a problem with one of my projects.

    Basically, I have a platformer object on a solid object. Whenever the platformer object moves left, the object starts dipping left, kind've like a seesaw. The platformer's gravity angle is set to the solid + 90. (This ensures he stays on the solid and doesn't fall off, also allows for smoother movements of the platformer object).

    The problem: Because the solid is tilting, sometimes the platformer object "isn't on floor". I have the solid object only tilt if the platformer "is on floor". This makes the seesaw tilting kind've rough.

    When I removed the "is on floor" for the event that tilts the seesaw, it was smooth however it still tilted if the platformer object jumps.

    Is there a way to make the seesaw tilt smooth and make it only tilt if the platformer object is on the seesaw? I assume it'd involve using 'is overlapping at offset'. Anybody know how I can fix this issue?

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BlazingAngel3

Member since 2 Mar, 2016

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