Hasan999's Recent Forum Activity

  • Check if some other event is forcing it to have the First "Animation" anywhere else?

    Like for example, you may have done: If D is down, then Set Animation to "Walk". That will prevent you to change the animation to "Push" or "Pull" while D is down.

    Otherwise, if no luck, upload your capx so I can trouble-shoot.

  • I cannot see the image you posted. But to make a blurred shadow, use the Brush tool (in Sprite Editor) and keep the hardness as 0 and black color with a reasonable size.

    You can even resize it or make a different shape, and later make its opacity to around 70% so that it looks realistic.

  • If that Sprite is a Square then you should create object at:

    X: random(Sprite.Width) + Sprite.X

    Y: random(Sprite.Height) + Sprite.Y

    However, if that Sprite is a circle or any other shape, you will need to do the same (as above) but also need to destroy (as you have already) those objects that do not fall under the collision polygon within that squared border of the Sprite.

    X

    If overlapping with Sprite: then Destroy.

  • Alright, now you posted the whole programming where you had both: Pushing from left and right, and pulling from left and right.

    Now, please change the X comparison back to how it was. I didn't know you had done this down below.

    Let me know if it worked now..

  • ..because there are too many conditions, which may not necessarily be true.

    For example: Why do you have Player.Y > Box.Y ? The overlaper and X comparison is sufficient.

    And then you have Player.X < Box.X, which is not true, because player.X is > (greater than) the Box.X as in your first post.

    Make the changes, and let me know if it worked.

  • Your game currently is changing frames of the first animation.

    To change the animation (a different set of frames), that you have designed, choose "Set Animation" in the Actions of your Player object, and write the name of the animation in double quotations like "Push" (or whatever you have named it within the Sprite editor)

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  • Hi SashikLV,

    There could be two different controls, one would change the "Speed" with the tilt, while other would change the "X position" based on tilt, here is how you can implement both:

    For speed (assuming you already have a speed variable)

    Set Value (Speed) to Speed + Touch.Gamma

    if it is too sensitive and moving too fast, then make it Speed + Touch.Gamme/2 (divide by a number)

    if you wish to change the X position based on the amount of tilt then:

    Set X of Player to Player.X + Touch.Gamma*10 (multiply by a number to be able to reach both ends of the screen)

    I'm not sure about the multiplier or divide values, it depends on your game and Touch values, so you will have to experiment and fine-tune with some trial & errors. Good luck.

  • Glad it helped !

    To pick nearer bricks, add another condition "Pick by Comparison" found under System conditions.

    Then input values as below:

    Object: Brick

    Expression: distance(reactor.X, reactor.Y, brick.X, brick.Y)

    Radius: 200 or whichever radius (in pixels) the bricks to be affected

  • Force is normally used when you want it continually for a period of time.

    What you are looking for is impulse, which is like a sudden jerk/impact.

    And here's an easy way to do this, in your case:

    [Reactor] On Destroyed, then Action:

    [Blocks] Set Impulse at Angle:

    Value: 5 (something from 5 to 10 would be a great impact force)

    Angle: angle(reactor.X, reactor.Y, block.X, block.Y) this will make the blocks go in opposite direction from the explosion

    Let me know if it worked.

  • Thanks dimitriosfl - Yes I suggest properly update and finalize your game then promote. One mistake that I did was during my Admob campaigns I was updating my game, and the problem is: not everyone updates! So I'm stuck with half my audience with Facebook share option while the rest are still playing an older version.

    Well, campaign costing is a tricky question but let me summarize, based on my experience:

    You are charged only when the person clicks on your ad. (You will not be charged if it showed 10,000 times and no one clicks). You can also see the "conversions" (how many people actually Installed your game among those clicks), this updates normally after 24 hours though.

    The cost per ad is mainly dependent on the country where your Ad will be shown (due to the currency differences). I suggest narrowing it down by having different campaigns with selected (targeted) countries only. That helps a lot.

    For example, Cricket games are most famous in India (comparatively speaking), and based on that country, I had to pay only $0.01 per ad click. Whereas, if you promote your game in UK, USA, Australia etc then set your AD/click to around $0.5, because for these countries it will charge your $0.1 to $0.5 per ad click.

    Hopefully this will help..

  • That makes sense. Good idea!

    Thanks briggybros

  • Thanks briggybros but are there any tutorials/examples of changing host without disconnecting the game?

    Has anyone ever tried something like this, so they can share their experience please?

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Hasan999

Member since 19 Jun, 2014

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