dazedangels's Recent Forum Activity

  • fredriksthlm

    Thank you so much for your reply.

    The game is built, do I only need to open the game in the beta version and export it? (Seems like there would be more to it, but C3 is always full of surprises (; )

    Also, the last time I used a beta version of C3 I couldn't export an aab or an apk. I haven't dared to try any beta version since. Is there anything that I should look out for when I use beta versions?

    I will attempt it today.

    Thanks again.

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  • C3/Making Mobile App.

    I created the bundle. Attempted to upload it to Google Play and get this error:

    Your app currently targets API level 30 and must target at least API level 31 to ensure it is built on the latest APIs optimized for security and performance. Change your app's target API level to at least 31.

    I have AdMob installed, using Banner and Reward ads.

    AJAX, Local Storage, Browser, a couple of arrays and an XML sheet.

    C3 run time.

    I tried this with a bundle using 9, 10 and 11.

    Any idea what causes that error? And how do I fix it.

  • Ashley

    Got it. Thank you for the information.

    And thank you for taking the time with me, I can be a bit thick.

    Also, you said "Currently" any possibility .... in the future .... there may be an option in properties where we can set the face and then set the frame?

    I imagine it like the image below (but with all the object faces listed lol)

    Thanks again.

  • PS I've done it before, but I had to use markers and some crazy coding. Also, it created an image for every 3D object, which is what I'm trying to avoid.

    I really want to remove the markers and have it do the same thing without creating all the extra copies of the image, and do it on the start of the layout.

  • Ashley

    Ok, close. That's what I'm trying to avoid.

    How do I remove the "Sprite" that is set to frame 1, so we see the number 2, from above the layout and still have 2 on the second copy of the 3D object?

    That's what I'm trying to create.

    If I'm going to need 12 copies of the same image on the layout with different frames selected, isn't that the same as putting the 12 different images above the screen?

    I'm trying to create 1 image with 12 frames to be used for all 30 copies of the 3D_house (1 image for each copy).

    I may not be explaining it correctly.

    Using your example, I want to do this:

  • Ashley,

    Thank you for your reply. I have a question. This: "If you want an individual setting for each 3D shape, put the sprite used for one of its faces in a container with the 3D shape. Any time you change the Sprite's frame it will update the 3D shape too."

    Does that update all the copies of the 3D object or only 1 copy of the 3D object?

    If it only updates that 1 copy of the 3D object, how do I set the frame so it only changes on that copy?

    Updating all copies of the 3D object is what I'm trying to avoid.

    Example: I have a 3D object called 3D_house (with an instance of houseNumber). I copy 3D_house so it appears 30 different places on the layout (and needs 2 of 12 frames).

    I have an image called 2D_house with 12 frames.

    Each copy of 3D_house needs a different frame from the image 2D_house.

    I thought I could either:

    1. click on 3D_house, set the image faces as Top Face = 2D_house > frame 2, Bottom Face = 2D_house > frame 3. Then click on the next house and set the image faces as Top Face = 2D_house > frame 4, Bottom Face = 2D_house > frame 5 and so on for all 30 copies of the 3D_house. That didn't work

    or 2. in the code, use the instance and set it so if houseNumber = 0, set Top Face = 2D_house > frame 2, Bottom Face = 2D_house > frame 3. Then set houseNumber = 1 set Top Face = 2D_house > frame 4, Bottom Face = 2D_house > frame 5.

    Neither of those work.

    I've gotten it to work if I use markers and the marker creates the 3D objects, but that ends up creating a 2D image for every 3D object. If I'm going to create a 2D image for every 3D object I may as well have all the 2D images on the layout. Which is what I have now and it's a lot.

    Image below is what I have now and it's a lot. I want to condense that.

  • WackyToaster,

    It looks like I will need to use 70+ different 3D objects per layout, because there doesn't seem to be a way to set the image frame for an image that is set as a 3D image face. Which seems like something that one should be able to set in the Properties when one sets the image, but alas, I don't see a way.

  • C3/3D/Mobile Game

    My game is getting way too large. I have a ton of sprites to use on the faces of the 3D images and they all need to be each layout or they don't show up - that's way too much on each layout.

    On the left, in Properties, I select which Faces are visible and below that I choose which image I want to use. Where do I select which frame (or animation) I want to use from that image?

    Is there an option for that? What am I not seeing?

    Right now, I have far too many images on the side of the screen that I'm using for those 3D objects. I need to be able to click on that object, select the faces I want show, select the image for those faces and then the animation for each image.

    Thoughts?

    Tagged:

  • WackyToaster,

    Too large.

    I'm trying to figure out if it would be better to use 5 - 3D objects of different sizes and use different faces. Or if it's better to use many different 3D objects.

    I don't know which one is better for the memory. Any thoughts?

  • WackyToaster,

    Found an old copy.

    I stripped a bunch of stuff out of it to make it load faster (and WOW do I need to edit down the trash in that game)

    Anyway, here it is:

    drive.google.com/file/d/1kZtzpWszrAjPBtlFppHNWzXnj4TET1kr/view

    Thank you,

    ~eDee Bruns

  • WackyToaster,

    I should have thought of that. I fixed it, but it happens often enough now that it should happen again soon and I will post that here.

    Thank you.

    ~eDee

  • C3/Mobile Game.

    Why do I keep getting random images in my tilemap?

    As you can see in the image, there are no blue lines with black spots in the tilemap.

    The thing is, I know what it is. I have a bike in my game, and that is the bike seat. But it's not tilemap, the bike is a 2D image.

    This isn't the first time it's happened, but it's always a 2D image I have in my game.

    Anyone else have this happen?

    Is there any way to make it stop happening?

    Thanks

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dazedangels

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