pilpgam's Recent Forum Activity

  • According to the manual.. I think so..

  • Hi.. did you check the FAQ post ? CTRL+F "Mobile Advert"

    construct.net/en/forum/construct-3/how-do-i-8/c3-how-do-i-faq-frequently-ask-126196

    I am sure you can find an answer there :) good luck

  • When i finish level 2 and press home button i go to main menu. But when i press START button to go to level 1, level 1 is resumed in the state that i had left before and i don't want this. I want to start again from the beginning. What should i do?

    What exact mechanism that you want to achieve when user hit START button ? If you need redirect to level 1 everytime. I think it is automatically restart the layout when you call "Go to layout" Level 1

    But if it is about go to "latest reached level" instead of level 1 when you hit Start button, I think that need a variable to record the last level.

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  • Is there a plugin for Ease Tween for C3?

    construct.net/en/make-games/addons/163/tweeen

  • my hypothesis..

    If your code using C3 Runtime and as long as device not supported webgl by default in their browser will face this problem. Although the phone fullfill the basic requirement (5.0+ Lolipop)

    Use "Remote Preview" in the project, copy the url link to default browser (NOT chrome/firefox) in your android phone, then this "browser not supported" will appear. Most of android phone only have default browser which is not supporting webgl, it need additional browser Chrome/Firefox installed from Google PlayStore.

    It will run normally if you run the "Remote Preview" using chrome/firefox in the same phone which has problem "browser not supported"

    If you are using C2 Runtime, probably will run normal or a black screen come out instead of "browser not supported" that means some plugins (such as MobileAdvert) not supported by the phone browser.

  • I see.. thankyou very much, Asmodean.

  • Hi Asmodean.. thankyou so much.. it works! Awesome !

    the "disable/enable collision with.." is magic :D

    Anyway.. I want to understand it more about what "System Trigger once" do here ?

    Is that to prevent system keep checking the velocity ?

    So.. once Pig velocity.Y reach the requirement will trigger once Disable/enable collision, and never check the velocity.Y anymore althought the physics still not in sleep mode ?

    Or it actually keep checking all the time when the pig physics not in sleep mode, and stop checking once it reach sleep mode (velocity X and velocity Y = 0 ) ? I assume the velocity.Y always changing since the piggy in moving mode (impulse)

  • Hi Mave.. thanks for the advice

    It work actually.. but now I face new problem, other physics object also affected.

    If i put other physics object on the top, it will fall because the boxes no longer immovable to hold the object..

    I should find another solution instead of enable/disable the physics behavior on boxes

  • I use Physics catapult template

    try to make the main character (Piggy) which is a physics can "push out immovable" when it hit from bottom of immovable object, just like JumpThru solid object in Plaformer..

    I try to make hidden object to check the collision and set the Physics behavior enabled/disable. Which is not wise to implemented in game, it cause to much hidden object, also in certain condition when the piggy doesnt reach "set enable" it make the piggy still fall.

    Is there any better way to do this ?

    dropbox.com/s/kin4a3mz01iff91/PhysicsJumpThru.c3p

  • Layer Scale or layout Scale

  • The bar adjusts to the player's health using: CONDITION: Every tick ACTION: set width to health.

    Hi :) IMHO it is not wise to use "Every Tick"

    maybe better set width when something trigger the player loss the health such as, on collision with enemy, then set the health variable decreased also change the health display width

    About the health point display, maybe you can use the percetage formula ((HP/MaxHp) x Width)

    Here I try to simulate.. maybe this is what you are looking for

    dropbox.com/s/t2a644d3vqagept/testHP.c3p

  • misstyping my previous post. edited "R122" to stable "R120"

    Looks like is solved since R122 beta bug fixes "C3 runtime: possible memory leak using WebGL 1"

    How about the "image memory usage" in Project Statistic ? Is it another different things ?

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pilpgam

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