jeffige's Recent Forum Activity

  • -Silver- plinkie

    Just A Bit

  • No. Not yet. I'm frantically trying to add some retention rewards, (not to mention an added mechanic) and there's a lot of code i have to edit. But come to think of it, now that you mentioned it, they do come unpinned with the power-up.

  • Two different Objects:

    Object A has Bullet Behavior, and no Pin Behavior.

    Object B (right now) also has Bullet Behavior, with Pin Behavior.

    Does Object B need to have Bullet Behavior, since its getting pinned to Object A with (position & Angle)?

  • VIKINGS

    First, you have Mobile and Desktop controls together. Won't work. At least not for me. You need to separate your controls. Put Mobile controls in its own group and Desktop controls in its own group. Then activate/deactivate the group that needs the controls.

    i.e: If on Desktop > System set Group Desktop Activated - and - System set Group Mobile Deactivated. And vice versa.

    Alpha is for tilt on a flat plane.

    Beta is for tilt on the Y axis.

    Gamma is for tilt on the X axis.

    Second, and this is a doooooope! moment, at least it was for me, you need to check that your device has tilt sensors.

    Install THIS on your device and run it. If your device has the sensors it should say 'Accelerometer' and the values will move if it does.

    Also, try and decrease the Beta/Gamma values. decrease to around 2. This will allow to check the tilt for very fine movements.

    Also, you should change the Greater and Less Than TO Greater or Equal and Less Than or Equal.

    Other than that, your events/actions look right to me.

    Let me know.

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  • I would like to add a reward if the player plays for X amount of days.

    How can I add this to my game?

    Thanks for any help with this.

  • FINALLY got all the bugs and fixed the fixes in my game.

    BUT...

    I noticed that when the browser was suspended, I went into "Battery and Power Saving Settings on my phone and noticed my game is on the list under Battery Usage, and it's using 3%.

    Should I be worried about this?

    How can I automatically close the game after it has been suspended for X amount of time?

    Keeping in mind that the user may browse through other user's profiles on the leaderboard, what would be a "Best Way" to accomplish this?

    Thank you to EVERYONE that has helped me in the past, and currently.

  • A few of my testers have asked that i add an option to lower/raise the sensitivity of the ball.

    I have the events set up to check for tilt, and it worked fine with a set amount. I've tried adding an option that allows the user to touch 3 different circles that would lower, raise or keep the sensitivity the same. If they touch a certain button, that button's group gets activated and the other 2 get deactivated.

    Problem: either the circles are not setting the input ( i have a GV Tilt_Select to set the input: 1, 2 or 3, then save that in localstorage) or the groups/GV are miscombobulated.

    What's the best way for me to create this option?

    Whatever options would serve best here?

    Keeping in mind whatever option, i really need to be able to keep that option in line with the look of the game.

    Thanks for any help.

  • Has anyone ever added the promo code option to their game?

    How can I add one and have google check the code?

    Any help is greatly appreciated.

  • Look at my second response in here, it seems related :

    You probably need to go to the On Created events for this, since the discs will be created with a set speed. You can set the speed there to a global variable and have this increase when a certain number of discs are destroyed.

    Thanks again for all the replies.

    Could i somehow make that GVSpeed into random?

    All the disks, LG, MD, SM move with an overlapping random speed. So the LG Disks move at (50, 80) and MD move at (60, 90).

  • Stay with me...

    I have 6 different disks: LG, MD, SM that travel at angle 90. LG, MD, SM that travel at angle 180.

    The disks are labeled(what else) 90LG, 90MD, etc.etc.

    I have this event:

    System > every random (1, 1.5) secs - System > create object 90LGDisk on layer at .......

    90LGDisk > On created - set bullet at 90/ set bullet speed to random (50,80)

    What i would like to do is:

    After a certain amount of random time or random 90LGDisks destroyed > increase their bullet speed by a random amount.

    I tried using a GV to set their bullet speed at first, then increase that over a random time or random number of disks destroyed. But...I can't figure out the expression to use.

    I would rather use 'random number of disks destroyed' - since the GV (90LGDisk_Count) counts how many 90LG Disks are destroyed, when this gets to a random amount, it resets to 0 and smaller disks are created, and it would be more uniform than using a random time.

    Basically it would be something like:

    90LGDisk > On Destroyed

    ___System > For each random (100, 120) - 90LGDisk > add to (90LGSpeed +20)

    That's not it of course, but i hope you get the idea.

    Big thanks for any help with this.

  • >

    > > Does the browser > focus action work? And let it go off now and then so if doesn't dim the screen.

    > >

    > > Never had that problem before as my mobile games always require touch inputs but I guess you are using gyro or something as controls?

    > >

    >

    > Yeah, there's no touch during gameplay, only need tilt.

    >

    > I am using cranberrygame plugin. It only has acquire an release. Not working.

    >

    I see, but try adding the browser plugin as well and try the focus action. No need changing anything else just use it for the focus action.

    Okay. i'll try that and update soon.

    Thanks for the replies.

  • I would just include an is in touch condition to the game.

    If you set it to set timescale to zero when not in touch you have an effective pause feature.

    Thanks for the reply, but how do i add an "is in touch" if the user does not have to touch the screen during gameplay?

    Not including the Menu, Options and Store, and only during the actual playing of the game, the user only has to roll a ball around the screen. Sometimes it last a few seconds, sometimes minutes.

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jeffige

Member since 28 Oct, 2012

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