Derqs's Recent Forum Activity

  • Sorry can't reply, I need 500 rep

  • Hey thanks a lot that example! really did help me get a new base for the movement.

    I tweaked it a little bit to try and fill my needs but it's not really working out for me yet.

    As you can see in the attached capx, I added some walls that stop the Sprite, and made it so the sprite keeps on moving till it's stopped by walls.

    Thing is, I can point anywhere on the screen and the Sprite will move towards there. I was thinking about a variable to check if the player had contact with the Sprite first and then move. But when I try to add one, there's suddenly no movement at all. I also wanted the Sprite to be restricted to 4 directional movement only and be able to move only when it's already stopped. Still trying to figure out this all, but it someone could help that'd be awesome!

  • Hey there, I'm trying to figure out a way to get slide movement with the touch object.

    Basically I want my sprite to move in the direction i'm sliding my finger in. so for instance when I have my finger on the sprite, it does nothing. But when I slide over it to the right it moves to the right and so on.

    I got a system working so far, where I just have 4 invisible boxes around the sprite, that are pinned to the sprite. Whenever my finger touches one of those boxes it moves in that direction.

    Is there a quicker/compacter way to do this? Because now I have 4 different objects just for movement and I'm guessing this isn't really how it's supposed to be done.

  • Hey,

    I may have sounded a bit like an asshole, sorry for that.

    But yeah I think selfmade art works a lot better in games. It's just the combination you used that I think doesnt work too well. (real high quality fish images + a low quality water background). If you prefer the real images, I suggest putting a little filter on them. So it's gives the illusion they're underwater, now they just look like fish pasted on a watery background.

    I studied graphic design for a while, so I have to agree with what you said about fonts. But I think the font you used now is to 'safe', so I suggest trying some custom font because it will make your game look a lot more professional.

  • Menu artwork looks beautiful! Background image was a bit blurry here, or that's just the way it is?

    Performance was good on my old android phone.

    I'm guessing you didn't draw those fish sprites yourself? I think your game would look a lot better if you drew everything yourself. Also the fonts used looked a bit to plain for me, you should experiment with a bit more "fisherman" style font.

    Also maybe you could change the way of dying a bit, set the hitbox to only the front of the mouth of the fish, because when you bump into it's fin now you die too.

    All in all, I played it for a bit, like the concept, but I think you can do a lot better and more with it.

  • Just wait, I had an admob fillrate of 2% the first day. Now it already has gone up to 41%.

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  • Almost got 50 downloads. My goal is 200 so it's going great so far.

    Got a lot of feedback so far which is great! I think I really should consider letting the foxes move faster.

    How would anyone feel about "coins" for more points and such, or different obstacles instead of only logs?

    If you have suggestion please write them down. Because I'll consider every one of them.

  • Did anyone try that tutorial linked earlier? and did it work?

    Im going to try it tonight/tomorrow, ill let you know if it worked for me.

    EDIT: worked!

  • Thanks!

    600x360 px, based on the 5:3 ratio.

  • Hey there, I just recently released my first ever android game, using Construct and CocoonJS.

    It's not your average Flappy bird clone. It features 3 foxes you have to control simultaneously, and incoming treetrunks you have to avoid!

    You can check it out here: goo.gl/xkQCJB

    Or search in the playstore for either Foxy Jump or Derqs.

    A rating would be very much appreciated.

  • Thanks, this worked for me too!

  • Hey, so I've set up everything in mopub according to the tutorial, using CocoonJS, Mopub and Admob.

    Good thing is, I'm seeing ads, no "This is a Mopub test ad", but ad pictures.

    However I do not know where these ads come from. My Admob fillrate is 0 as seen here:

    My app can be found searching for "Derqs" in the playstore.

    Could I have missed something or is this a common issue?

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Derqs

Member since 21 Feb, 2013

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