VIKINGS's Recent Forum Activity

  • Sorry to bud in, but I got scared like that the first time too. The thing is after you click on a layout on the top bar you olso have to click somewhere inside the layout.

    Then it will refresh and display the properties for the selected layout, otherwise it just shows you the new layout but the properties menu remains set for the last one you clicked. And it made me think it uses the same event sheet for all layouts too.

    Could you be making the same mistake?

    P.S. Guizmus I updated my "How do I, complex menu" post with a reply for you. Maybe check it out when you have some time please? Thank you. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • K, sorry, when I asked the second question(about muting more then one sound with the same event) I didn't have the event sheet completed.

    Here is the final(in theory... <img src="smileys/smiley2.gif" border="0" align="middle" /> ) draft.

    s8.postimg.org/nglricqgl/sound_options.jpg

    As you can see Guizmus on event nr. 10 when Mutesound is clicked I want it to mute both those sounds. I want to set it up this way because I want sound effects to be different from the music.

    And I don't know if I need to put an operator between them so the program can distinguish, at the moment they are just "SoundCollision""SoundPickup". Is it correct like this?

    I personally know a couple of people that really could not stand the sound Mario made when he picked up the coins, and sadly they had no such option... <img src="smileys/smiley4.gif" border="0" align="middle" />

    I'm glad to hear that on buttons "on clicked" works both ways, because initially I wanted to use on touch events on them too, but when I set up an event for a button I don't get a touch section just Button, Instance Variables, Misc and Size&Position.

    LE: I have olso modified the mutemusic and mutesound following your example. Thank you very much. The reason I was having trouble with it is because without adding a sub event first(like you did) I couldn't use the function "else". <img src="smileys/smiley32.gif" border="0" align="middle" />

    s30.postimg.org/8cuapvpep/music_modified.jpg

    LEE:Thank you lennaert, that looks like a good solution for when I make a more complicated game, I'll copy&paste it somewhere.

  • Ok, so after reading a bunch of different posts and tutorials on this matter(eg. Supporting multiple screen sizes) I've made a decision.

    I'm gonna use Scale outer mode + landscape orentation for my game, since the way I design it it won't be a problem is the player sees more. However that still leaves a few questions so I can make this work properly, please help if you can.

    1. What is the biggest size iOS device(iphone/ipad) on the market at the moment?

    2. What is the most common size for iphones/ipads(and if possible which iOS version/s correspund with this size)?

    3. How do I center my layouts so that they scale out from the center instead of pos 0, 0?

    4. Where do I set the orentation? By landscape orentation I mean the player has to hold his device horizontaly and the game runs from right to left, or am I understanding this function wrong?

    Thank you.

  • Bump.(it's been almost 24 hours, don't judge the bumpiness please, I'm just trying to learn as much as I can, thank you)

  • Interesting, very interesting, thank you.

    I guess that leaves just two more questions then. Starting with which iOS version do I have to worry about 1 audio channel? And how do I create a "Quit Game" button after all...?

    I mean, yeah, the guys that play it in browsers can proly just close the tab(not sure if that saves the game state though...) and be done with it. Or I could use a on clicked>browser>close event to make a quit game button for them.

    But what about the people that download it from the app store and run it on their device as a native app, how do they close the game?

  • Ok, thank you very much. Guess I'll have to do more research twoards the end of the game to find out which is better in terms of income, free game with ads, or 99 cent game.

  • Ok, thank you very much!:)

    What about ads, do they generate money from views, clicks, or both?

    Olso I see a post "Construct 2 + CocoonJS + MoPub + AdMob", are mopub and admob the best, do I have any alternatives, how does that work?

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  • Well, first I've decided to put in on the ios store since that is the biggest. Then, depending on the response and income it gets there, maybe I'll be able to afford other places too. Thats why I'm asking all those things, because I can afford(barely) to start only in one place, and I've chosen apples app store.

  • Ok, so at first I figured: K, I got Construct 2, now I make a game, use CocoonJS to port it and put ads in, buy the apple license, put it on the app store, then wait and hope people like it any I make some money.

    But as I started developing my game and got more into it(reading more posts, googleing, etc.) I found out some things. I have to olso pay 500$(or something like that) to CocoonJS, do my ads make income simply when they are displayed or only when someone clicks on an ad, Ludei olso takes a percentage of my ad income, 500$ for IAP(whatever that is)...?

    K, so here's the bottom line I'm barely getting by trying to scrape enough money togheter to buy the apple license(100$), the minimum wage in my country is around 250$ per month so my final question is:

    Is there any way to just make my game, put it on the app store and then(of course assuming people like it) make some money of it without having to pay anything else except for the apple license? If there is then would you kindly describe the plan step by step? If there isn't then how the #### is someone supposed to get started in this bis without having a ton of cash to begin with...?

    Thank you.

  • Wooow... Well then I'll optimize my game for newer versions and just put a disclaimer in the menu saying something like "Sorry mate, old iOS limitations, you'll only get music, tough luck."(I'll proly phrase it in a bit more sensible way, I'm just kinda pissed at the moment after finding out about all this...)

    Olso, the way you replied brings me back to another question I have, which I asked in another post, but I'll paste? it here too, get a quicker answer and will olso help future people asking themselves the same thing in case they won't stumble onto the other post.

    I see you guys use the word browser a lot, saying stuff like "a Construct 2 game is not an application - it's a browser-based type of thing" and "Use the Browser's plugin "Close" action."

    But I plan to use CocoonJS to make an iOS game with it, that people can download of the appstore... woudln't that be a standalone app, they would still play it in a browser?

  • I see you guys use the word browser a lot saying stuff like "a Construct 2 game is not an application - it's a browser-based type of thing" and "Use the Browser's plugin "Close" action."

    But I plan to use CocoonJS to make an iOS game with it, that people can download of the appstore... woudln't that be a standalone app, they would still play it in a browser?

    As for a Back button Bhumika I just created a button on each menu page, named it Back, and then I went to the event sheet of each page and added a event Back[on clicked] add action System>Go to Menu(main) where Menu(main) is the name of my start screen that has start game, options, credits, quit game, etc. buttons. Hope that helps.

  • Is the logic here correct?

    s17.postimg.org/tm6hpobbz/options_menu.jpg

    Here is what I want it to do:

    On first player click on MuteMusic, mute the background music and set var mutemusic to 1(it was 0 by default)

    On next player click check if var mutemusic=1, if it is=1 then unmute backgroundmusic and set var mutemusic to 0.

    On next player click check if var mutemusic=0... rinse and repeat.

    Olso does the "On clicked" event work for touch clicks too or just mouse clicks? If just mouse clicks then how do I change it for touch controls, cause when I select the button MuteMusic I have no touch events?

    And if I want to mute more then 1 sound with a click do I use "SoundCollision""SoundPickup"? Or with + betwhen them or &, what?

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VIKINGS

Member since 13 Feb, 2014

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