Adavo's Forum Posts

  • dop2000 : I finally made it. It was somehow painful because I made a decision early in my game that I am paying it right now. The issue that I had is that my tilemap was a 20x20 grid size, where my sprite (scientist/player) where a 40x40. As a consequence, and since the pathfinding works using tilemap size (20x20), it purpose me path that I couldn't move to because of the different size.

    Moving my tilemap to 40x40 (which implies to REDO EVERYTHING regarding tiles graphics and map construction) finally works. Than damned painful but... "will remember this" ;-)

    twitter.com/GamesOanaa/status/1441872831336222721

  • Ah, you need to add this behavior to Tilemap object, not to sprites.

    Ha ha . Indeed it works now :-).

    It seems that now I have a path, I need a "rex" addon "moveto" in order to indicate to the scientist to move to this place ?

    Does a tutorial exists on this addon ? :-S

    Thanks for your help

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  • dop2000 : I use the R260 stable.

    Here is the only place where I use the plugin.

    Here is the behavior settings

    I don't know what I can add more to help make it works. Oh yes, maybe something that I didn't try : is it necessary that the scientist in my case need to be on the same layer as the tilemap ?

  • dop2000 : it is.

  • Hello oosyrag,

    Thanks for your message. I have since decided to give up on this project because of this issue.

    I will maybe one day go back to this project, and anyway will "soon" add online to my current offline game, just hope to be better prepared to face this kind of issue...

  • Hello,

    On C3, I have this issue : Uncaught (in promise) TypeError: this.inst.GetSdkInstance(...).GetMapHeight is not a function

    Don't know if this plugin is still compatible but seems not :-(

  • I recommend using invisible helper sprites on either side of your main sprite. Upon pressing a direction, the respective helper sprite gets "activated". If the helper sprite is in activated state and not overlapping a wall, then apply the "turn".

    Hey oosyrag,

    That's a sweet idea, and it "almost" works.

    - if the helper sprite is too big, the time that is not overlapping a wall makes it impossible to turn because the detection frame is too small.

    - if the helper sprite is too small, it's work BUT it allows also the player to be stuck since the detection sprite is not overlapping but the player is "bigger" than the overlapping area and so cannot move.

    Finally, by exploring the different possibilities, found out that I can use condition like "TileMovement can move 1 cells [direction]" which makes the trick.

    Here is the complete solution, if anyone wants to reproduce this behavior.

  • Dear construct 3 users,

    For a new project I wanted to reproduce the movement of Pacman. Here is what I want :

    - Pacman moves in one direction, and keep moving even if the user release the key.

    - Pacman keeps moving to the previous direction if the new direction is impossible, until the next possibility to move in the wished direction.

    Currently, my code very simple allows Pacman to match my first requirement but not my second one. Indeed, if I decide to move right and if there is a wall on the right, my Pacman just stop to move at all. I have no idea how I can reproduce this specific way of movement, which is quite important for my future game.

    Here is my game : easyupload.io/d0lp0n

    Thanks for your help.

    Tagged:

  • It should work. It's hard to say more without more information. Although I think there's an iOS issue where the app icon is cached the first time so won't be updated. So if you exported with the default icon, tested it, then changed the icon and exported again, iOS will keep showing the old icon. I think you have to uninstall the app, reboot the device, then reinstall the app, to get the icon to update (or something like that).

    Hello Ashley,

    Regarding the icons, I kept the same "object", just redraw it over the default icon. I have checked that the purpose of each is "App icon".

    I have exported in Xcode the project, and have seen than on the exported files, the default icons are still the old one....

  • Thanks corlenbelspar . Any other ideas about this ? I have no idea how I can change it.

  • Thanks for your answer.

    I think that I will finally give up on the full screen solution and have black border on left and right. In my specific case I was wondering how « find object in screen «  game such as apps.apple.com/fr/app/junes-journey-objets-cach%C3%A9s/id1200391796 could handle different resolution properly. It’s looks like a scale inner solution but the difference between the two background is not that big.

  • Hello,

    I have replaced the default construct icon with an another image.

    I have kept the same file as default, so file naming shouldn't be a problem.

    Unfortunately, in iOS the default construct icon is still here.

    How can I specify to construct to use my image ? Is it a bug ?

  • Thanks oosyrag for your answer.

    I have already read multiple times the tutorial that you have linked to me.

    By using scale inner, and some special layout for iPad, I thought that it will be ok but it appear that on iPad Air it's not the case : it just simply does not scale and let white image on the right.

    I have tried to use scale outer tonight. The issue is that by picking a 1440x1080 resolution, I really need to extend a lot the background in order to avoid white on the right part of the screen. But this come with an important cost : as you can see (or not), my game relies on finding object on a background. That's the reason why it's very important for my game to have more or less the same "background" view so the object position is coherent (a boat on the sea, not on the air). That's also why I had decided first to use scale inner and avoid putting object in the corner. And to handle 4:3 ratio (more on tablet), made specific layout for this ratio, but *sigh* is not "scaling" correctly on that one...

    How would you proceed in my kind of game ?

  • Hello,

    I make a game and would like to fit to the screen, on mobile and tablet. Here is my settings :

    • My default resolution is 16:9 (1920x1080)
    • My viewport fit is "cover"
    • My fullscreen mode is "scale inner"

    After making some adjustment on game objects in order to avoid them to be on the edges, it looks good on mobile.

    Then I tried the app on my iPad 8 which doesn't look good since the ratio is not really the same (4:3). That's the reason why I have decided to make specific "layout" for the iPad version, focusing on the ratio 4:3 (1440x1080).

    Unfortunately, while testing the game on an iPad Air 4, I have noticed white background as the ratio is 4:3 but the resolution is bigger (2360 x 1640).

    So... after reading the documentation about the screen size, I really don't understand why on iPad Air 4 the 4:3 layout is not good. I thought that ratio is more important than resolution, but it seems that it's not true. It's becoming very complicated to handle all the screen resolution on both tablet and mobile, and start to loosing more time that I though (technically speaking, in web design, I don't have so much trouble with lot of different screen resolution...).

    Thanks for your help.

  • Thanks lionz,

    It's still a bit strange for me since I thought that "stars" will pick every instance of stars to animate them.

    I am glad that on my specific case, it's working as expected.