Sami424's Recent Forum Activity

  • I don't find what your suggesting to make sense. Zelevation controls the ALTITUDE of an object viewed with a 3-d camera, it only controls depth if you are in 2-d. So if you are suggesting that we use a 2-d (HUD ATTACHED) bullet then it would literally move with the screen and not be inside the game world.

    The only way is to assign a Zelevation per tick based on CameraYRotation to keep it center screen, which after a few tries reveals itself as being a ratio of speed to Zelevation as a bullet fired straight up isn't going anywhere x/y wise.

    I would love to hear an improvement on my formula or a further explanation if I am misinterpreting your suggestion but it sounds like your taking a guess at it and about 15 steps behind the trial and error ladder I am on.

    I was taking a guess, since what you are trying to do is preatty advanced. But i can be wrong, might be very easy to, wait for another reply.

  • A bullet flying forward in this way wouldn't actually be in the game world so there would be no way to know when it is hitting a wall. So the calculations you would make to detect when it does hit something require you to come up with a formula that could have made the original bullet fly legitimately in the game world without faking it 2-d so none of this makes any sense.

    Your suggestion sounds like you haven't even tried the 3d camera very much otherwise your advice might contain the world ZScale in it, as somebody calculating angle would need to convert it to pixel in the first place to have a chance at all of working.

    The code I have in my example works fine just not at extreme angles the original poster here would probably be better off following the example in my question on this same subject than this advice.

    zScale scales the bullet forward/backwards.

    I have experience in this, unfortunately since construct 3 is a 2d engine from start, we dont have many options for making 3d objects move in that angle.

  • VIBRATE iOS PROBLEM

    Hi!

    When I export my project for iOS, the vibrate always has the same (very) strong (long) intensity. But the same project exported to Android works correctly (with the intensity that I wanted).

    Any suggestion regarding how to fix this? Is it a Cordova Vibrate Plugin bug?

    Maybe I should specify a different intensity for iOS, Ashley Ashley?

    I REALLY need help...

    IOS 15?

  • I tried submitting the build to app store connect and it got rejected because the watch ads button didn't do anything. Here's the message they sent me:

    Test ads and real ads work in the Xcode simulator but they don't work when I try them on my iPad. Any help is appreciated.

    ADMOBS disable ad serving if you have not yet verified your billing adress, you do this by entering a pin code they send you via mail.

    That can be one reason, will say if you log in to your admobs dashboard.

    Otherwise, your app has to be published on app store for admobs to show ads, else it will just be TEST ADS.

    So if your test ads are not showing, like fredrik said you have probably not done the events correctly, load the ad, then show it.

  • I been using Construct for a long time, and making dozens of games with it

    But I still don't know how to update a web game (exported)

    The old version still shown when I already override the HTML5 files (cache not updated), even the game version is increased.

    I can fix it by clear browser cache for "last 1 hour", but other players that already play the game still play the old version.

    Is there any configuration to override cache ? so I dont need to clear browser cache to see a changes

    If your server uses for example cloudflare, you can clear the cache in cloudflare for all users, when you have updated your game.

  • You can achieve the wall jumping mechanics using events i think, atleast thats what i did.

  • Use ADMOBS, the families program is harder to get approved for depending on your game/app, better to publish without the families program, i did that and it worked for me and got approved.

    On the other hand, in ADMOBS you can change audience settings, so you can switch to ads for families BUT it has a revenue decrease of -60%.

  • Could you send a screenshot?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • in old edition of construct 3 i can add admob testing ads and shown in mobile test android .....recently when add admob testing ads and go to mobile device to test it ...ads doesn't appear....

    It should work if ADMOBS in C3 is set to TEST MODE, i recently tried and it gave me a test rewarded video.

  • You do not have permission to view this post

  • ironside#6435 I need someone to do projects with :) Its alot of work solo.

  • > Then do like if currentmonth = 0 then lastday = 31 , if currentmonth=1(feb) then lastday = 28

    yes that I can do but I'm trying to do it automatically. because feb month cannot be done in this way. So I am figuring out to do it automatically. If there any way of getting current month's first and last day.

    Check this JS guide: codegrepper.com/code-examples/javascript/get+last+day+of+month+js

Sami424's avatar

Sami424

Member since 9 Jul, 2018

Twitter
Sami424 has 5 followers

Trophy Case

  • 6-Year Club
  • Entrepreneur Sold something in the asset store
  • Forum Contributor Made 100 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Email Verified

Progress

11/44
How to earn trophies