Guizmus's Recent Forum Activity

  • I may be mistaking, but as only a few hours had passed between your first 2 message, I have to ask. When you say you published it, you mean you send it on your dev account on the app store for submission, not just export from C2, right ?

    If you just exported it from C2, you can export it as many times as you like. It won't publish itself. And even if you sent the same game twice, they wouldn't accept both.

    You can export your game with node Webkit too, it will make you an exe file and then you can start selling it once you've got a distributor, or make a store online to sell it.

    I didn't get your last sentence. If you wanted to know if you could export it to facebook, yes you can. Just try it, it will build you the necessary files for submitting it onto facebook.

  • I can't help you with export, but here is your post. You can find it using the "View your posts" shortcut (top left of the forums) or from your profile

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  • Maybe this could explain it ?

    I have no other idea sorry, every publishing I've done on google play went well with the same steps as yours.

  • And here it is

    The events were all right. Only problem was your tilemap : it was set to tiles of 32x32 but your image was 240*60. I stretched it to 256*64 and all was all right.

  • Here is an example. I tried it until it eventually broke, once the ball was moving over 4k pixel per second. Can't blame it.

    After a lot of tries, using the collision detection like this and bouncing manually, with big ass walls, had the best results.

    Only true solution would be to detect if the ball is now out of its box, interpolate the theorical boucing point and calculate the correct position.

    I looked into the example you linked Katala, and didn't understand everything, but saw so many loops I got scared :p still, the FPS was 60, with hundreds of loops being done every tick, I was amazed ^^

  • Would you like to share the capx maybe?

  • You just need to add a variable on the player : "jumpNumber".

    Each time he jumps, add 1 to this number. If the number is 2 or over, then you don't trigger the event. When the player lands, you reset this number to 0.

    Example.

  • Sorry but your link doesn't seem to work (you linked the private version of your file, not the public URI)

    I'll try to build something to show how I would do it. Only solution I can see is replacing the whole bounce of solid from the bullet behavior with home cooked events. If anybody sees another method for this, don't hesitate.

  • Ashley described (I don't remember where) a good method for this :

    • name your different Tilemaps depending on their utility (Collision, Terrain, Buildings, ...)
    • select the right one from the Z-order bar

    I tried it multiple times and it's a lot easier.

  • Yeah, sorry I didn't post it here, I wasn't sure it was enough.

    Glad it helped

    I don't know exactly what was wrong with the physics, surely something you needed to unactivate and that wasn't activated afterwards, but I didn't manage to find it.

    The save solution worked in my test too, after I found that you handled the "start click" event in both event sheets ^^ that took some times too, I didn't think of this

  • Here is an example on how to pick an object clicked using its family, and how to use the pathfinding behavior to make it move on click.

    I created a red sprite, the destination, to have somewhere for the car to go to.

  • This man is amazing... I saw his assets on /r/gamedev yesterday and just discovered him here. This is great stuff ! let's all donate !

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Guizmus

Member since 26 Mar, 2013

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