Doodlebabe's Forum Posts

  • This looks great! Can't wait to try this one out.

  • I just want to leave this here for anyone with the same issue. I will be submitting a bug report soon as well.

    So I figured out a work around, it seems to be due to the recent move from ios to iPad OS.

    The recent move to iPad OS causes the safari browser to request desktop websites, disabling this in settings brings back the context menu, it also restores multi touch in projects from being unresponsive.

    So its not really construct that's the issue but rather Safari.

  • I know this topic is a bit old but I wanted to mention I have this exact same issue as well. I also have this problem with and without a Bluetooth mouse. long pressing within safari on ios just doesn't seem to work at all on my iPad pro. Just doesn't bring up any context menu at all.

    Except the odd thing about this is when I run construct 3 in chrome on my iPad, it allows me to long press with my finger and my mouse and bam! I get the context menu. I'm not sure what chrome is doing differently but I'd much prefer using construct within safari because you can't full screen chrome on the iPad to my knowledge.

  • Just testing out some FX! I don't think it will make it in the final game, lol but it looks cool.

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  • Good job I think it will be quite fun! There used to be something called storybook weaver from around 1994 this really reminds me of that haha I used to make all sorts of ridiculous stuff with that.

  • I still don't know what I'm going to do 😅, but I've just created a small galaxy😂🤣

    I likey, is the layout spinning and mouse clicks spawning particles?

  • My mobile game I've been quietly working on.

  • Thank you!

    blekdar Ah, yes not everyone is a fan of virtual controls. I originally had some alternative touch/swipe controls but you would end up with your fingers blocking your view.. I'm sure there are many other ways of going about it but in the end this just fit the overall theme.

    When a demo is released its up to you if you like it or not in the end, but I do hope you enjoy it

  • Derqs

    Thank you very much! 5 Minute Dungeon is looking really sweet so far, can't wait to give yours a shot too.

  • Worked on a new game logo!

  • Working on ui and shops.

  • Starting to add functional shops in the world, the town will eventually be populated and you will be able to have some interaction with npc's.

  • Just a minor update

    I have been working on more behind the scenes stuff lately. But I have some UI art I just finished up, still a work in progress but I am very happy with the new tabs system for switching weapons you currently own.

    Item sockets are greyed out if you don't currently own them.

    Maps are still being worked on but I needed to make some changes to how they currently worked. I want to have more to show for that update, that will have to wait.

  • Bl4ckSh33p Thank you!

    I like the the visuals, it looks really nice!

    That said, I think you need to work on the UI, at the moment it covers about half of the screen, which is overwhelming in my opinion.

    Anyway looking forward to see more.

    Most of the UI is incomplete I was considering the D-pad go semi transparent when pressed. Still needs some experimentation. I may touch on this in the next dev dump or maybe even sooner *But one thing to note is that the ui is scaling down in these shots so when on mobile there should be considerably more room.* I'll try to show that in a future image. Thank you for the feed back!

    Burvey Thank you!!

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  • So it's been awhile since I updated on this dev log,

    I have been busy implementing a lot of behind the scenes weapon related stuff and inventory. I had trouble figuring out how to get unlockable player skins for quite some time but have managed to get the base code for that working.

    -New UI elements for the in game menu which will pause gameplay and allow you to select any previously unlocked weapons.

    -inn/weapons shop has been somewhat implemented.

    -You can currently upgrade your health when you gain enough gold and soon upgrade your weapons and pay for a new character skin.

    -new enemy sprites and new enemies

    -Enemy behavior, new spawning method

    -more polished tile set, trees, walls, lamps and world map

    Here are some sprites which I am still working on.

    There is currently an issue with z-ordering.. The method I found on the forums seems to be too demanding with the amount of objects currently in use.

    I think I will just end up combining some future sprites into one to avoid the player going over or behind them and keep some objects z-ordering separate from more critical art assets.

    I have added destructible objects in game, grass and crate.

    Here is an example of changed enemy behavior.

    I'm going to be putting focus on adding more weapons and finishing up on the level selection screen. this is their current state:

    Those are still a work in progress.

    So that's it for this dev dump I hope I can show a little more level design in the next update.