brainwavecreations's Forum Posts

  • Do you have any screenshots of your current code? Is this for a Menu, or within the Game Area? This could be achieved multiple ways. Either creating a sprite with the text in it, and use Tween on that. You could also make use of a Timeline.

  • So the barrel is off screen(above the viewport)? You could compare the Player.X to Barrel.X, then when it equals the distance from the Player, you want it to fall. Then have an Event that causes it to fall.

    You could do this multiple ways. Have the Barrel simply drop/fall into the screen, by moving it's Y position over time. Or give the Barrel Object the Physics, or Platform Behavior. And, place it on top of an invisible solid platform out of view. Then once the Player is in range, have that invisible solid platform be destroyed. (Thus causing the Physics or Platform behavior on the Barrel cause it to begin falling).

    EDIT: If it was me, I would just adjust the Y position over time, and add in any other effects you like. Depending on if the barrel is landing on top of something, or just falling out of view.

    I hope that all made sense. There are always a bunch of different ways to achieve any type of effect. If you really get stuck, feel free to upload your project file somewhere, and I can take a look.

  • Ah yes timelines do seem perfectly suited for this, didn't cross my mind since I've never really used them.

    Same here

    I need to spend more time playing around in the timeline editor, and learning the ins and outs. I watched a couple videos on YouTube some weeks back, and it seems similar to other timeline editors I've used in other engines. Some aspects seem to be easier with Construct though, which is always awesome.

    Never hurts to experiment :)

  • I haven't done much development using timelines yet, but would they be effective for something like this as well? Essentially creating different movement patterns for particular enemies using different timelines?

    I'm working on several SHMUP games. My first title(vertical scrolling), just has them moving straight down the screen.

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  • I'm in no way affiliated with Humble Bundle or GameDev Market(although I do really like their assets), and I'm sure there are a lot of the folks on here already receive emails from them from previous bundles. But, just incase you are unaware, they have a good sale going on now for some nice game assets. Well worth it, and the money goes to a good cause.

    Check it Out Here at Their Website

    Happy Holidays!

  • > Giving it a play right now. It's fun :). It might be nice have the falling platforms respawn after a certain amount of time. I've just got stuck on the second level. I fell all the way back to the start, and the platforms are gone. D'oh! XD Only way is to die/restart the level. Which may be better if you are going for a good time run anyways haha. Just a suggestion.

    >

    > Overall it's a fun Holiday themed platformer, with solid mechanics so far. I'm going to try and play through the whole thing, to unwind for a while :). I'm looking forward to what comes up in future levels. I'm guessing, I want to avoid the angry looking snowmen that pace back and forth? Or can I destroy them somehow?

    >

    > EDIT: Spelling mistakes.

    Thank you Brian for testing it!

    The angry snow men could at first be harmed by jumping on their heads, but after some testing I removed that function to make the game a bit harder.

    About the falling platforms, yes the only way is to restart level, I figured it will be hard that way but still challenging, but now however I am working on some savepoints, so the player can "respawn" closer to where they were, already got a function to reset the falling platforms and the player, just going to think about if I want players to spend gems to get extra lives, or just redo the restart system so it restarts closer to where the player was.

    Again, thanks for your nice feedback! Merry Christmas!

    P.S: After lvl 10 it will get REAL hard.

    Awesome! I'm looking forward to the challenge :). Sounds like you've got a lot of updates planned as well. Not sure how you are doing your Check Points. I've found the easiest way is to have a spawn object for the player. Then when the player interacts with something, swings a sword at an sprite object, or collides/overlaps with an object like a sign post, it just moves the spawning object above that Check Point object(whatever it may be). And, just tells the player "Check Point Saved" with a simple Text Object that spawns, then disappears.

    Merry Christmas, and Happy Holidays!

  • I'm actually doing this for my current main project, which is a vertical scrolling SHMUP for mobile. The way I have my project setup, is I have two separate background sprites that alternate randomly("Background1", and "Background2"). Each of these sprites, have multiple animation frames(three in total with "Loop" turned off). Screenshot Here

    Then in the GameSettings Event Sheet that runs during the main Layout for the gameplay, I have a Global Variable named "Background", which is a number. Each time the Play Button on my Title screen is clicked, I have a group of Events in the same GameSettings Event Sheet, to control the background frame it chooses for that play through. It looks like this

    So the player will see one of three of the backgrounds, which alternates between two separate sprite objects by placing one in the Game Layout's Viewport, and the other directly above it so they are touching. Then they just move down the screen by 5 in the Every tick Event/Actions.

    Not sure if this helps it all. It sounds like you've already found your own method, which looks like it would definitely do the trick. This is just another method to accomplish basically the same thing.

  • Thanks so much for the share! I agree with, lionz, this would make a good addition to the Asset Store once you feel it's complete ;)

    EDIT: If you need assets to replace the ones that you are using now before going to the Asset Store, I can give some to you, or even do a reskin of it, if I find some time. Feel free to add me on Discord, Crawlin#5176

  • Giving it a play right now. It's fun :). It might be nice have the falling platforms respawn after a certain amount of time. I've just got stuck on the second level. I fell all the way back to the start, and the platforms are gone. D'oh! XD Only way is to die/restart the level. Which may be better if you are going for a good time run anyways haha. Just a suggestion.

    Overall it's a fun Holiday themed platformer, with solid mechanics so far. I'm going to try and play through the whole thing, to unwind for a while :). I'm looking forward to what comes up in future levels. I'm guessing, I want to avoid the angry looking snowmen that pace back and forth? Or can I destroy them somehow?

    EDIT: Spelling mistakes.

  • I may have figured out my issue after all this time. Step 5 in the Construct 3 AdMob Documentation:

    "Submit your business and payment details to your AdMob account and wait for them to verify (which may take 24 hours). This must be done before ads can be served."

    I'm assuming this needs to be done, before even displaying test ads. I just noticed that in my AdMob account, it had a message saying that ads would not be served until the account was verified.

    If so, that was probably the issue the entire time... I just submitted my info, and waiting for verification. If that was the issue, I feel really dumb right now.

    EDIT: I was finally able to get a test version of the game uploaded to the Play Store. Not sure what changed, but I did the same exact thing I did over a dozen times over the past week, and for some reason it went through this time. Now to wait for AdMob verification, and see if the ads work after that. Thanks again to everyone who has provided helpful input in this thread. I really appreciate it.

    EDIT 2: I'm calling this one Solved. I feel like a dumb***, after re-reading the documentation. It's just been one of those weeks *facepalm*. I think it's time to catch up on sleep over the next few days.... Thanks again for your time lionz, and fredriksthlm. And, Happy Holidays Construct 3 community :) I appreciate you all.

    EDIT 3: Everything is working fine using the test ad units from AdMob. For some reason I thought ticking the Test box in MobileAdvert object, would just automatically play test ads. Just a matter of the AdMob Account becoming verified, and then I can Publish the copy that was uploaded to Google Play earlier.

    Happy Holidays! I hope everyone is doing well. Apologies for any wasted time.

  • PublisherID is not for Admob.

    The app do not need to be in the app store/play store to show ads at all, ever.

    So obviously you have done something wrong if you cannot get any ads. Try to catch the error message

    Alright. Thanks for the input! I'm triple checking everything on my AdMob account right now, and all the IDs I was provided, making sure everything is correct in the Event Sheets. I'll test an .apk export. I've been going around in circles for days now, so I really appreciate all the support.

  • Also from what you wrote it sounds like you didn't set up admob? It's not just for the store, you need to be verifed and running an app on admob side for adverts to work. I don't know about the bundle but as far as I know that's only required in the store, try using an APK and see if the adverts work, assuming admob is set up. The reason they won't show could be a number of things.

    Thanks again for responding with some guidance, I really appreciate it. I've had my AdMob account setup for weeks, the app is in there. And, all the required fields in the MobileAdvert object are filled in. With the Application IT, Publisher ID, etc. Sorry if I wasn't totally clear. I believe once it is up on the play store, there is more to do to basically "link" or "Activate" the AdMob side of things to the app. I could be wrong. I have everything in Testing mode while I try to sort this out.

    I'll give an .apk build a shot, and see what happens. Thanks again :)

    EDIT: Also using separate interstitial ads for each. One for the Play Button, and another for Player Death. Using the proper IDs to load those up in the event sheets. I'm going to have something to eat, and test the .apk. Do you recommend just exporting to an unsigned .apk?

  • Correct it doesn't work in remote preview, check the manual there is a giant warning. You don't need to upload to the store to test, you can export it as a local APK with test mode ads.

    Thanks for confirming! That's what I figured. Although, I thought it may have changed.

    I thought I read somewhere along the way that AdMob ads were also working in web browsers, and I have that setup in the properties as well, using my Publisher ID.

    In any case. I've been testing it directly on my phone as well, and still no ads. I'm exporting as an unsigned .aab, and then using another app on my phone to install the package. And, then running it directly on my phone. Game runs great, just no advertisements.

  • Hey folks. I've been trying to get AdMob ads into my game for a while, as well as uploading it to the Play Store(the instructions on the Google Play Console have me going round and round in circles). I've watched a bunch of videos on YouTube, but most of them are from a year back.

    My first question is, should testing AdMob Advertisements work in the Remote Preview option of Construct 3, or do I need to first get get my game uploaded to the Play Store and test it once it's up there? There is some linking between AdMob and the app once it's on the Play Store from what I've read online. But, is this also the case with the MobileAdvert Properties set to "Test Mode"?

    I feel like I have my ads setup properly. I'm checking for Configuration Complete of the MobileAdvert object at the top of the Title Screen's Event Sheet. I create an interstitial advert, but do not show it(to have it preloaded). Then I Show the Interstitial Advert when the Play Button is pressed. I'm doing the same thing in the main Game Event Sheet for Player death, except for the Configuration Complete Event(I use that at the top of the Event Sheet for the Title Screen only). I have a interstitial ad pre-loaded, then Show the interstitial advert once player dies, or runs out of fuel. I also have Actions setup to preload another interstitial ad if the interstitial ad fails to load.

    So far, I've not been able to have any ads show at all, and have triple checked all my event sheets and settings. I'm going to test it directly on my Phone as well, without the "Remote Preview", and see if that makes any difference.

    Any help here is greatly appreciated :). Thank you for taking the time to read this.

  • Hello there,

    I have been playing around with the construct3 3d demo. I'm relatively new to the new Construct 3 functions. I wanted to combine three 3d games (first-person view from one, third person from another, jump action from another example).

    In the third-person view, the camera seems to work just fine. However, when you switch to the first-person camera view, if you try to lock the mouse and move around, the camera will randomly glitch (it's like a lag, the camera will look somewhere else randomly). I have no idea if I did some bad logic, I tried to disable almost all the events and the glitch seems to happen all the time. Even if I disable the third-person view, the glitch is still there.

    I have been trying to figure out what's happening for 2 days now. I tried 2 or three times with several logics, but all the time I get always the same glitch. Note that the first-person view is taken from one demo which works perfectly.

    Here is the project: https://umbriadesign.it/first-camera-test.c3p

    To switch the camera, press 1. to jump press space.

    Thank you

    I just downloaded your .c3p, and everything seems to work fine on my end. Unless I'm just not noticing the glitch you mentioned. I tested it at a few different refresh rates. 60hz, 120hz, and 185hz. The FPS HUD always matched the refresh rate in game(as it should).

    I ran around the entire level multiple times in third, and first person view, and I didn't notice any random camera movement in first person view. It seems to follow my mouse exactly as the First Person example built into Construct 3 does.

    Maybe someone else can also give it a test run on their machine, and check it out as well?