DozeMaster's Forum Posts

  • ok but how do i install the plugin on it??

    view/addon manager install new addon

    why u using C3? and not C2- since the plugins and all the system u have are for C2?

  • Hi - Thanks! Did the instruction popup for you? They show what each symbol means and how it relates to which bunny to tap. I'll see what the feedback is, and might make some changes to the hints :)

    i did got the popup, but because i was able to tap and make it disappear it just vanished and i could never get it back, to look at it. maybe add a tutorial info button where it shows the popup again not only the 1st time it runs?

    other than that everything worked well :D

  • welcome to the forums, game looks good, i find it confusing what is the black and white arrow and how they influence the gameplay (as even if i tap the right bunny gets me a X )... but other than that its fun :D keep going at it.

  • Okay. I see what you did. To be blunt, I had no idea you could edit the speed and such. It's still turning brown instead of red though and the car can still move. I'll see if I can fix that.

    Question, The spot will only turn red if the speed is under 3 right? That's what the >3 speed tag is right? I just want to make sure I have this correct. (Like I said, I want to understand and learn, not just be given solutions)

    Thank you so much for your help, by the way. I really appreciate it.

    its turning brown cause i didn't changed the color u used, for red use rgb(red-value,green-value,blue-value) if you want it to be red u do rgb(255,0,0). ( i can't recall what effect u used to change the color but i remember something about color values, u have to adjust them manually to get the result u want.)

    it can still move cause i thought u know how to go on further from there. u can disable the car.behavior when parking lot changes color.

    action> car.set_carbehavior- enable/disable

  • If you say compare if player is X then zombie do something, runtime doesn't know which zombie to pick. If there is just one zombie at a time it doesn't matter, yet if there are more... That would be why it doesn't recognize right or left, for it gets confuses about which zombie to reference. The main event where the check sub-event comes from is even an everytick.

    the comparison applies to all zombies, doesn't matter if u have 1 or 100 it will calculate for each zombie the distance from the player, whenever one of the zombie instance is in that conditions value turning it true the zombie move, you can specify "for each zombie " condition above it. but it's already doing it for all zombies. its a general condition for that "zombie object".

    the main event doesn't need to know which zombie, all it needs to know is if there is a zombie in that range 70 or higher than the system starts moving the zombie in that range.

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  • Hey dude! I managed to get the ads working. I hadn't set my payment info on Admob. As for the leaderboards, they suddenly started working hahaha thanks anyway!

    well yea, that's what i said, also :D there might of been something missing on the settings somewhere glad u fixed it in the end, have fun! :D

  • Someone told me to use the browser object and close the application so to me that sounded like an online game, not a download game on Steam.

    what?

    Steam is just a store like google apps or scirra store, you go there and put your game and people downloads it, i don't understand what is with "close the application"? i think the person who you asked was joking or thinking at something else. ^_^ have fun ...

  • dont know if i can do this on the free version

    you can do it, is more of events limiting your coding in free version. i think C3 is limited to 30 or 50 events while c2 has 100? not really sure on the limitation, but you should be able to do it, there is no restriction what you can do in those events, outside using the multiplayer/exporting to various platforms/ changing the splashlogo and having more conditions/events than the above mentioned. anything else is game.

  • i don't use this ever ever? evernote app? i don't know what that is, but quick question is it interfering with the c3 editor, the previews or the exported html5 game?

  • I was using the Car behaviour. Lemme get a link to the project.

    https://www.dropbox.com/s/6btv33r64uwq2px/Petty%20parkers.c3p?dl=0

    I'm trying to do it bit by bit because I do eventually want to make this in 3D, (Because it's supposed to be a multiplayer game). I haven't even attempted the Ai or the timer/score system.

    here is what i was saying modified ur template petty-parkers-v1

    good luck with the multiplayer part :D

  • - hmm, that's really strange. When the vram is high, it's about 60-70 mbs (I have games on steam that is WELL over that). There's a decent bit going on, but I can't imagine it's anything out of the ordinary. I usually have a few tabs open on chrome, but nothing too much. The preview is generally always open as I work on it and then f4 to test new changes.

    Is the cache only from my CURRENT session? Or is it a cumulative of everything I've been doing over the past however long it's been? Like I said, I NEVER had this problem with the C2 runtime. It could, of course, be coincidence, but I kind of doubt it.

    yea that narrows it down, then is just your browser cache being filled. chrome has that issue a lot, mozzila not that often, but then again mozzila has other problems.

    again vram and ram is not the issue here, is your caching ... meaning everytime you play something there is a space amount of data allocated to that app/execution being it copying files from one folder to another or watching a youtube clip and when u get the error"oops...snap.. you ran out of memory" the cache space allocated to what you are doing it's filled not having enough space to write and rewrite the things it needs.

    the vram helps rendering images faster and showing you stuff, the ram helps processing information, caching is the space you use to download files so the ram and vram can interpret them and show it to you and that's what runs out. not the vram or ram or cpu.

    to fix this you need to clear the cache on your browser, not the passwords and stuff but image cache on chrome that is history/ clear browsing data/cached images and files,[ hosted data <- here you might lose saved progress on some games or netflix accounts etc)] the last one isn't that important, but "cached images and files" is what will occupy most of the memory when u run out of it u get the error.

    also, if that doesn't fixes it it might be the browser caching profile got corrupted somehow then u need to rename it but u will lose all the data u had amassed so far as it will consider ur browser newly installed on the machine.

    here is a tutorial on how to fix this, sorry for the weird suspicious site is the fastest thing i could find in 1 minute of google search.

    chrome memory issue tutorial fix

    i don't recommend the last one unless you know what you are doing.

    i periodically erase my caching image memory thing everytime it hits around 2.0gb around then i get the error, atm im at 650mb or so... not using the browser so often (i laid off the kinki stuff if you know what i mean xD ) as i used to.

  • - does that mean something is wrong with my game? Will this happen when I export to NWJS?

    yes and no, yes it's possible that somewhere in your game there is to much image caching / reusing.. probably consuming to much resources on browser.

    if it happens on the browser it will happen on nwjs also, as that game is just a html5 browser based game runned through a interpreter wrapped in a executable, of sorts.

    however on nwjs might not happen that much, as it will probably use the system cache memory which u probably have enough of, but might be a problem for low end devices.

    id consider looking at optimization options for your game and eliminate overdone effects/graphics/audio/code loops/ data fetching etc

    it also means your browser runs out of memory a lot, u using 100 tabs + previews? or working on one at a time?

    edited: you might want to hard refresh (ctrl+f5 or shift+f5) the cache on your browser i edited a couple of times the posts i did.

    i mainly get this from webgl and youtube running to long in another tab filling memory in while songs?videos run forever.

  • it's not about the ram issue, is more of image memory cache issue of the browser... i get that alot also and i also got plenty of resources however that only happens when the browser is consuming to much cpu or gpu ... usually when webgl is working very intensively. make sure u got the latest update on the browser also u might want to disable experimental browser webgl settings on chrome and mozzila other browsers i have no clue if they even have this feature.

    edited: u can also look in how u can increase the space allocated to browser caching... that might help.

  • can we see the vanilla of that dodge movement? replicate it into a empty project and upload file ? it seems either you are using a loop on a trigger once event, either there is some bug you just discovered.

  • for the ads, if you test the "test mode" ads run? if they do show up... then the live method is not yet been reviewed by google or admob or whoever is feeding you the ads, so you have to do one more step before u get a live feed, that is see what is the time for the real ads to show and accept your app on google to run ads trough your app(its kinda the same process as with facebook ads).

    for the leaderboard... you doing it wrong i think ... you need to call the leaderboard name not the app id, you need 1st create a leaderboard on googleplays app dashboard itself then call that leaderboard by its name. that's how all leaderboards work, if that was the leaderboard name/id then i have no clue there is something wrong with the main dashboard configuration, on that you might need to read the how to's again from the googleplays tutorials.

    edited: if all above are configured the right way, then your app was not yet been approved for live store. therefore you won't get any live leaderboards or live stats or live ads shown up (since your app is still under review) until gets the green light on it.