kkletsgo's Recent Forum Activity

  • Hey everyone,

    Couple of hours ago my little game hit the play store. At first, I thought everything is working flawlessly, the app was running, the ads were showing, everything was great. However, once I logged in to MoPub, it showed that there were 0 impressions today. At this point I am a bit worried, even though the ads are showing normally and everything works quite well, the service is saying that there are no ads appearing whatsoever. Is this normal behavior for MoPub? Should I wait a bit, is there a lag between actual impressions and MoPub capturing them?

    Oh, and one last thing, my admob account doesn't have my application linked from the store (it can't find it, it says that often it needs around 48hrs to refresh the market - find your game). It does have, however, all the ids and everything else set up. Suffice to say that it is showing 0 impressions as well.

    Any ideas?

  • Sorry! Got it working, i placed 1/100 instead of 100/100

    Thank you so much!

    You rock man!

  • Tried it out but it created somewhat of chaos. It's showing really low numbers now, 0.03 and 0.04 respectively. It seems like it is actually dividing the results with 100.

    Suggestions?

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  • Hey!

    So this is what it says at the moment

    int(WebStorage.LocalValue("HighScore"))

    I tried putting *1)/100 but it underlined the * saying that it's not working. I also tried using round instead of int but no luck there either

  • Hey Guys,

    I finally managed to make my game keep the highscore. Alas, now I am facing a different problem. The point of the game is to survive as long as you can. Because of this, the score is measured by time being alive. So your score is your time. The problem arises when the player's time is 4.8 secs and the HighScore only captures 4. In a fast paced game like mine, these 0.8 seconds can mean a lot and I would like to know a way to make the highscore show the decimal aside from the round number.

    Any ideas will do

    thanks!

  • Aphrodite HEY!

    I somehow dug up this topic and I think I have the exact same problem as DV7 had. Can you PM me so I can send you my capx in order for you to look at the problem :)

    Thank you so much, cheers!

  • Hey Everyone, sorry for the late reply.

    I think that the problem lies somewhere in the WebStorage object. I am going to literally write down what I have put into the event sheet.

    Local Key "HighScore" exists - set HighScore to int(WebStorage.LocalValue(HighScore))

    else

    System - Set HighScore to 0

    moving further down the event sheet.

    If player collides with the enemy

    player - destroy

    Txt(score) - destroy

    set EndTime to 0 + Total Time

    Wait 1.5 secs

    Create object txt(result)(basically your score for that game)

    set txt(result) to EndTime

    Wait 0.3 sec

    Create txt(Try Again)

    Txt(Try Again) set text to "Tap here to try again"

    SubEvent to this event.

    System - If EndTime > HighScore then WebStorage set local key to "HighScore"

    Set text(HS) to HighScore

    This is basically it. Every time I play it I get the score of 0. Any ideas?

  • Thanks for such a swift response.

    What type of object should this be. Any examples on how to do this? Possibly a capx?

  • Hey everyone,

    I've been working with construct for the past couple of days and suffice to say that I am thrilled with the progress I've made. My project started as this small "man i'm bored" thingy and evolved into a potential playstore/appstore game! WOW.

    However, I still face some problems that I can't seem to solve. The biggest issue I have at this point is setting up the high score. I have followed youtube.com/watch and did everything the tutor said, but no luck. Instead of a high-score I am getting a 0 every time.

    I guess the problem lies in one of the global variables I have and the way the game controls them. For instance, the score in my game is determined in seconds. The longer the player survives the bigger the score he gets. This is determined by a global variable which is TotalTime. At the moment the player dies, another global variable, called EndTime kick in. This global variable adds TotalTime to 0, thus detecting the moment the player died. Of course, it is followed by set text EndTime.

    So, as you may see, my scoring system works, every time a player dies, he gets a small you failed - score 10,3 screen. The problem is, I can't seem to get the game to recognize the biggest value and create a high score to pursue. Any ideas?

    Thank you for all the ideas and help you guys offer, this is probably the most helpful forum I have ever seen :)

  • I made it work :)

    What I did was I created a global setting called globalspeed. Then, I set the game to create an object every x seconds. Objects had bullet behaviour. Therefore, their set speed was globalspeed (which was previously set to 300). After that, I put in another system variable where I ordered the game to count to 30 seconds and then kill all the enemies, create particle effect and immediately increase the speed to + 30.

    Works like a charm

  • I think I got it.

    I do believe I need some tweaking though, it occurs while there are already other "enemies" on the board, therefore, the player feels a bit of inconsistency.

    Any thoughts on that. I thought about adding a full screen Particle effect that would stop the animation and once finished start it all over again + 10 speed of course.

  • Hm, how would I incorporate this into a bullet behaviour mechanic?

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kkletsgo

Member since 16 Feb, 2014

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