WackyToaster's Recent Forum Activity

  • Colludium

    Found another odd bug that causes the game to freeze. I think I figured out the exact conditions... that is basically particles that go up and out of the screen and end up on a Y position lower -12000.

    No big deal, I really don´t need them up there actually, I think I can just destroy any particle that goes farther than -5k anyway, far before it gets to any problematic values. But if you come around fixing it I wouldn´t be mad either.

    Or so I tought. Hmm... Maybe I´m just doing something wrong?

    From what I gathered online nobody bothers fixing any of this, at least not from the liquidfun-side :I Maybe you have an idea on how to work around it.

    wackytoaster.at/parachute/particleBugs.zip

    That beeing said, I´m having a ton of fun playing around with it and I hopefully can manage to make an actual game around it :) Btw. is there a way to set the particle density/dampening for individual spawns and not globally?

  • That was quick! Thanks :)

  • I don´t do more than apply some force to it when you press a button.

    wackytoaster.at/parachute/buggy.c3p

    I found that even other objects set to static not tied to the event can just disappear along with the sprite. Really odd.

  • Colludium

    I finally found a reason to try it out but I found something strange.

    If I do this, the Sprite just vanishes. The debugger puts its position on NaN. I actually can get around it by using Force XY instead but I suppose that´s not exactly the intended behavior.

    Also, for Velocity X the description states "The Y velocity" and for Force XY it states Y twice, just a copy&paste oversight :)

    Oh there is also Force at COM that works exactly how I need it. But what is Acceleration XY then? Since it also states "plugin applies a force to the center of mass"

  • Looks pretty cool. One thing I´d adjust are the backgrounds in terms of clarity. Right now it can be a bit hard to judge what is background and what isn´t. Maybe it´s a bit better in motion but generally distant objects will get a blue haze from the atmosphere, especially the mountains/cliffs. This will create more depth and makes it easier to see if something is part of the foreground or not.

    .

  • I have a basic firebase example up for use with javascript. If you have a little knowledge of js or are not afraid to learn something new it should be pretty easy to adapt. The easiest example would be to save everything into an array/dictionary and send the array.asJSON to firebase. Then you won't have to bother with the data structure of firebase and just have a single point of interaction between construct and firebase.

    wackytoaster.at/parachute/firebaseWithJavascript.c3p

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  • Looks sick!

  • Heh, I also wanted to do a puppy love clone at some point.

    I tried it and the links don´t work on iPad. Not sure how you could work around it... unless you have some mistake in your events (I don´t think you have since it works fine on android/PC) you should probably file a bugreport.

  • I don't think you should disable the user consent dialogue. It probably should work without it too but disabling it you are just asking for legal troubles!

  • I wanna add that I had similar issues that I solved by doing absolutely nothing. Sometimes admob just takes a day or two before starting to serve ads. Given that your code is fine, this could be it.

    I recently updated my app and ads didn't show in the derived apk (signed by google) despite showing ads in the debug version, unsigned apk and signed apk. I didn't change any code regarding ads. I went to bed and the next day ads were showing normally. No idea why that is.

  • I see. I'm not sure if there is a proper way to handle that.

    A workaround could be to not loop the sounds automatically, but loop them via events where you have the control.

  • "sfx" & UID

    Yes this works. And there is an action to specifically adjust the global/master volume.

    But I think you want to have like two or more volumes like sfx & music that you can ajust individually. So I think having two variables to store the volumes and using them in the audio play action should work.

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WackyToaster

Member since 18 Feb, 2014

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