andreluizgollo's Recent Forum Activity

  • Hey dude! I managed to get the ads working. I hadn't set my payment info on Admob. As for the leaderboards, they suddenly started working hahaha thanks anyway!

  • Hey guys!

    I'm having trouble displaying ads and showing google leaderboards on my app.

    The mobile advert is correctly configured, with Application ID, Publisher ID and Privacy Police. It is not in test mode. The Ad Unit IDs are correctly placed on the events for the ads to show. The ads also are configured to be loaded before being shown. Any ideas?

    Now, for the leaderboards I have absolutely no clues how the Google Play works inside construct. I set the player to log in to google play when the game starts - this is running ok, I've tested. Client ID and Application ID are both in place. I've tried the following, but it didn't worked:

    Anyway, I'd appreciate some help. Thanks!

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  • Hey there. I ended up using taps to move the blocks. I used 2 invisible sprites on each side of the screen, and one in the middle for rotating. Also, for forcing the block down, I used swipe. I changed the 0.3 seconds to swipe distance. At least 15px of Y distance from touch start to touch end to be detected as a swipe. It is working pretty good and the game is mostly finished now. I'm not as happy as I was with moving the blocks with swipe, but still, it is very good. I'm preparing to publish it now. It'll be my first game on Google Play. :)

  • Yeah, I found the swipe really complicated and kinda frustrating too. I thought it would be something very simple to implement (actually I thought there would be some swipe input on Construct). I wanted to use swipe because I think is so more intuitive to use on mobile than tapping the screen...

    For the rotate I used tap. I created 2 variables for touchStart and touchDuration, being touchStart = on any tap start set to time, and touchDuration = on any tap end set to time-touchStart. When the touchDuration is longer than 0.3 it activates the swipe, when is shorter it does the rotation. I did it this way so it wouldn't rotate every time you swiped. It worked pretty much perfectly ^^

    Now I'm actually thinking about using just taps to move the blocks... How would you suggest doing the rotations?

  • Thanks , I'll check that out! :)

  • Hey there guys!

    I'm developing a tetris like game for mobile. I had a hadache getting the movement mechanics to work, since I'm a newbie, and because I wanted to move the blocks with swipe controls on the mobile. In the end, I came up with this function.

    It may be a little messy, but it worked perfectly. I'm using 16x16 tiles, so this is why there is so many /16 and *16. Is to always keep the blocks inside the 16px grid. The "touchDistanceForFrames1to5" is to compensate the distance between the touch and the block (so the block won't simply teleport to the touch's X location).

    Now to the problem: I can't make the blocks collide to the laterals of the game area (I've created 2 very tall retangles for the collisions, one to the left and other to the right). I got all sorts of problems. I simply couldn't make the blocks stay inside the playable area. I've tried on collision, is overlapping, nothing worked.

    Any tips on how to get this collision working? Or maybe to simplify all this mess with the movements?

    Thankssssss!

  • tarek2 Jeeez, how didn't I see this! I must've copied the first code (biggergaps) to make the other 3, and then missed to change on the slowtime. Feeling dumb right now hahaha xD

    I will try that, to move those events to the triggers. And thanks for the tips regarding sharing the files, I'll remember that next time.

    I'm really happy with the results I'm getting, considering it is my first project. I'm really happy with the graphics, too! If you ever feel like chatting or giving some tips, we can do it on some other platform. ;)

  • Hi Maverick1912, I already checked with the debug layout, and the variable is increasing. Also, if the variable didn't increase, the upgrade price wouldn't change either, and it is changing (starting price is 250, then 500, then 750 and only then 1000, as it is in the screenshot). Also, even with the animation doesn't changing, everything else works fine. The upgrades do take effect in the game. The only thing not working is the animation :(

  • Hi guys!

    So, I'm having a problem with changing animations of 2 sprites in my project.

    I have this upgrades menu in my game:

    When an upgrade is bought, the idea is for the lines under the upgrade name to be filled, one each level. This is done by changing the sprite's animation. The thing is, only 2 of them are working, while the other 2 are not! And the events for them all are virtually the same!

    Here's the events for the upgrades:

    AS you can see, they are basically the same! Yet, one is working (the right one) and the other not (the left one).

    Any thoughts?

  • tarek2 Worked perfectly! Thanks again :)

  • Hey tarek2, here I am again hahaha

    I got into a little problem with the timer again. It works perfectly with numbers below 10, but when it displays a timer of 10 or above, it shows only "10." and doesn't show the decimals... so I figured if I changed the "left(biggergaps_timer, 3)" to "left(biggergaps_timer, 4)" it would work, and it actually did. But now, when timer hits below 10, it shows 2 decimals... like 9.99 > 9.98 > 9.97 and so on. Any way to fix it?

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andreluizgollo

Member since 10 Dec, 2018

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