DozeMaster's Recent Forum Activity

  • ok, try replicate your exact jumping system you have issues with it now, no need for other events(that is if other events are not movement based, if they are movement based please include those also in the same order/values).

    and will take a look at it.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • every 1 seconds add to variableScore 1

    txtScore set text to "Score: " & variableScore

  • this topic here might help you with the time display from seconds to hours days etc and formating display seconds to minutes to

    and then just increment the number in that topics every 1 seconds or 5 seconds. etc... like u did in the above file.

  • i updated the file above redownload the file from the same link or press here

    if u want to subtract u just enable the 1st group and disable the 2nd one, then change daytime global variable to you target reset.

  • i just tested it out with the default settings of platformer, it acts the same if i move.

    it's probably ur acceleration being higher than the deceleration make sure they are equal.(that is why i asked for a screenshot or setting values from your project, it might be some settings are not properly set)

    however u can override the default settings by gapping sort of speak the max jump to a surtain value by changing the player.Platform.VectorY

    and say in ur conditions on jump or up arrow/w key pressed player set Self.Platform.VectorY-(your value)

    default jump strength is 650 (that is not taken in account the moment u use the above custom vector.y) if you want to lower it just change -(your value) to desired strength.

    u might also want to disable the default controls and create custom ones by events like i explained above.

    if it's not fixing the issue, it's probably some event in ur project that interferes with acceleration / deceleration /gravity / game time scale.

    if u want to revert the settings of platformer behavior without removing the behavior and you can't remember what it was by default here are the values

  • Here you go made u a quick example. Also added some comments inside hope it makes sense to you.

    seconds to minutes to C2/C3

    see also old construct classic thread explaining this seconds to minutes to and stackoverflow seconds to minutes to to better understand how it works.

    I didn't use a function, but i used some variables and the calculation of how seconds are converted to minutes to hours and days etc... if u need weeks u just do weeks=floor( number / 604,800) if u need months that is a tricky one cause months aren't the same all year. but to get an average 28 days a month u just do month = floor(number /2,419,200)

    Have fun, and hope it's what you're looking for.

  • depends on how you setup the jump action. we need to see those events for jumping and how the platformer/jumping behavior is setup.

    in theory u could set a variable max-jump and set the vertical Y motion to it once it passes a surtain amount, it can also be that it pushes u higher cause of the inertia or sustain jump(the platform setting that pushes u higher the more u keep the jump button down) setting from the platformer if that is still a feature.

  • Days-Time-Progression (not real time) and here it is in Construct events.

  • I think I sussed it out.

    Zombie has LineOfSight to Player | Set angle towards (player.x, Player.y)

    Zombie |Set Bullet speed to zombie.speed

    System | Trigger Once

    | Zombie Set speed to floor(random(10, 30))

    you should set the zombie speed before you use it like this

    C:>Zombie has LineOfSight to Player

    |A:> Set angle towards (player.x, Player.y)

    Sub C:> System | Trigger Once

    |A:> Zombie Set speed to floor(random(10, 30))

    |A:> Zombie |Set Bullet speed to zombie.speed

  • Oh, sorry for that, i just checked the admob area for some reason i was confusing it with adsense or some other advertising company that was looking similar but had that option... only used ads 2-3 years ago then dropped them they are not worth the damage that they do to your user flow(my suggestion is changing to video-ads or iaps), yea so ... it seems based on scirra documentation the ad banner show at bottom by default, if you want to change the position you need to find or add the following lines in androidmanifest.xml

    android:layout_alignParentBottom="true" to android:layout_alignParentTop="true"

    here is an answer that might help you admob top or bottom of image

    the last response is solving the overlay bottom, and the one above it solves the top alignment(in the link attached).

    you need to open the project exported in android studio, or cordova manager type of software and find the file that contains that data and change those lines if they exist, usually should be in the androidmanifest.xml

    as by default might be placed at the bottom... that is if there is a relativelayout, Nepeo might be able to answer that.

    if there is no line already like that existing you need to be adding those lines above and customizing the width and height based on your ad banner type check the link for more details on that, or Google Import the Mobile Ads SDK once you done export from android studio or your project editor to apk signed or unsigned.

    also Construct mobile-advert explains the ad banners for Construct 3.

  • Use the scroll to system expression and then put the desired X and Y coordinates, if u don't use lerp or any smoothing algorithm viewport will snap to the position set.

    so if you teleport the character and want the camera to always be on him just set it everytick (it will do the same thing as the scroll behavior for objects), make sure your layout is large enough to pan the view though.

  • Fun fact about Construct is that almost everything is possible with it if given enough interest and logical sense...

    Anyway, so you want a day progression system in your game(not real time but a ingame day system), as i understand...

    To do that you need a variable that counts days u can call it "Days", a variable to counts how much time a Day will last? in seconds lets say and call it "DayTime" and give it lets say a value of 3600 (3600 seconds = 60 minutes in real time, but we will make it run faster) and a text to show all that to you.

    C:> If variable "DayTime" > 0 | A: > subtract from DayTime 0.2

    C:> If variable "DayTime" =<0 | A: > Add to days +1

    |----Trigger once while true ------- set variable DayTime to 3600

    C:> everytick | A: > text set text to "Days: "& Days & "TimeLeftInDay: "& DayTime

    Have fun. How you use them and where you put them, to work with your project, you have to figure it out yourself, Construct gives you the tools you need, but you have to understand how to use them(see Manual and Tutorials), and apply reasonable logic, if you do that the sky is the limit.

DozeMaster's avatar

DozeMaster

Member since 30 Jun, 2014

Twitter
DozeMaster has 36 followers

Trophy Case

  • 10-Year Club
  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • x9
    Popular Game One of your games has over 1,000 players
  • x21
    Coach One of your tutorials has over 1,000 readers
  • Educator One of your tutorials has over 10,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • x3
    Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

21/44
How to earn trophies

Blogs

  • Construct For Dummies - Simple Tutorial Collection

    I scour the Construct forums for users tutorial requests, and create small quick and simple tutorials using Construct's defaults features so anyone can use and apply them.

  • My Dev Logs

    Thinking on games 24/7 is fun and waste of time and unproductive if we don't bring those game ideas to life. In this blog im bringing my game ideas to life and log their development process.