AnD4D's Forum Posts

  • For me, my ad source breakdown on the MoPub dashboard is empty... but I can see my game and my ads alongside it. Is it a good idea to just delete everything and start again?

  • :( I followed this tutorial, and I'm not getting any ads appearing. I did have ads appearing that were a demo, and in my cocoonjs Launcher debug I was seeing ads... but in my final version not even the space for them is appearing.

    As far as I'm aware I've followed the tutorial, but some of it doesn't appear to match up. For example, I can't add my ID anywhere in the dashboard section of MoPub as far as I can tell.

  • ArcadEd

    Oh sorry, I was in the middle of testing between overlap and collision when I took the screenshot. One of them was meant to be crossed out.

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  • ArcadEd, yes, but nothing major.

    <img src="http://imageshack.com/a/img841/963/ydtm.png" border="0" />

    This is what it looks like. As soon as I disable that line at the bottom, everything runs perfectly smooth.

    No idea why.

  • Strange thing keeps happening. I made a very simple game for mobile... hardly any graphics, no music, no sound... but I kept noticing some severe slow down, and couldn't figure out why.

    I pulled my game apart, and found that whenever a global variable is altered, the game pauses. Originally I had a global variable constantly being altered, but I've now changed it to once every second. Low and behold, now I get a slow down once every second.

    Anyone else able to replicate this?

  • Thanks Arima. The $50 was for someone to actually go through my 300+ event capx and figure out the problem. That was to save me from 5+ hours of tweaking. Sadly nobody seemed interested so I ended up finding the problem and coming up with a solution on my own.

    It's appreciated though, and I will PM you directly if I get stuck again with my code as a whole with a cash incentive.

  • YAY! I was able to replicate the issue!

    https://copy.com/mTfTkCSikS1vrcrN

    For some reason, if both ships (as shown in the attached example) do not have their booleans set to true to fire at the same time, neither ship will fire. I find this odd, personally, as I thought family only checked which was true. If I remove the 'Trigger once' command, it works, but it's constant.

    Very strange. I fixed this by using a global variable that is changing, rather than an instance variable, but I'd be interested in knowing what exactly I'm doing wrong here...

  • Ok, $50 if someone can help!

  • tgfcoder

    I imagine, if they're using the platform behaviour, they'll use the set gravity angle modifier, rather than physics.

    To make the character spin, you'll need to have some invisible triggers I imagine.

  • Hi guys!

    I've been working on a project for the last couple of weeks, and recently created an AI system for 4 cpu players, however, I later decided to expand it slightly, and so I am going through the code and fixing things here and there so I can use as many ai players as I want.

    However, I've hit a snag. For some reason my ai stop fighting (both each other and human players) seemingly randomly upon a spawn.

    Not sure why, and that's why I'm here.

    I have tried recreating it as a smaller file, but there's something in my code that is causing a conflict. I was wondering if some kind person out there might be interested in giving my code a quick debug. It still has a couple of glitches, but that's because I haven't finished updating it all to the new system. I just want to know why they stop fighting.

    In any case, if you think you're good enough with C" to help me out, please let me know and I will PM you the code. The file is quite small (under 2mb) but it does have over 300 events. Many are not important, and I think I'm close to figuring out the problem.

    Anyway, hope someone out there can help!

  • r160.2

    https://copy.com/LiqBG6usE9o1j0cX

    I've disabled a massive amount of your code, simply because it was quicker to start from scratch. It can now create an unlimited number, and they will find their way.

    Your code is rather messy I'm afraid. I'm not a tidy coder, but even I found myself getting lost in it all.

    Hope I've helped!

  • We would need the link to Newsgrounds or even the capx to help you.

  • Nice. One thing though, I had to stop because that subtle shake every time I fired a bullet felt like it was about to give me eye-strain and a headache :)

    Do the bullets get destroyed if off-screen? I noticed that on occasion I was killing the enemies before they'd even appeared.

  • Colludium

    Yeah, I'm using CocoonJS's physics. I'm not sure how much of a difference it will make. asm.js doesn't allow (as far as I can tell) the disable physics collision command... which, sadly, my game relies quite heavily on.

    Since finishing this game, I've finished 2 others, published one, and working on 2 more. It's just a shame because this is the game I'm most proud of. I keep waiting thinking that things will sort themselves out.

    Do you think if I used 'every 0.01 seconds' instead of tick it would work better? I'm worried it wouldn't make a difference, but may interfere with my game somehow.

  • Colludium

    Sorry for the delay! Thank you for your message. I've given it a go, but sadly it doesn't appear to do anything at all to the motion.

    I had: Robert.Physics.VelocityX+dt*(Robert.Physics.Mass*Gravity)*cos(GravityAngle)

    I've also tried to just add DT to my current force, but on my mobile device gravity is suddenly really powerful, so things are barely able to lift from the floor.

    It's frustrating, seeing as my game has been finished since November (really finished since September, but made a few tweaks). A few versions of C2 back I was getting 55fps, so it wasn't a big deal, then it suddenly went down to 15, and has slowly worked its way back up to 30.

    If I could just get DT working correctly for my physics, I wouldn't mind so much.

    Anyone have any ideas on how to sort this out??