lionz's Forum Posts

  • farfetchd83 I think it's fair to say you didn't add anything to the discussion though. The info was already there and the post was pretty much resolved. But you quoted my response calling it a terrible idea so I was waiting for what you thought would be a good way to do it.

  • To simplify that you could have an instance variable on 'item' and pick the item that matches the global variable, then set position to item.

  • farfetchd83 You bumped the post 5 months later to say it wasn't a good idea, I'm simply asking for your idea and how you would do it better.

  • farfetchd83 Well in that video he is creating the banner on start of layout which is exactly what I suggested. If it's not a good idea please share your better idea for implementing the ads.

  • Looks great, keep working on it! I think it's easy to get stuck designing these kind of games as they need a lot of balancing but I love them too.

    I started on a prototype inspired by StS here and the idea was you spawn superheroes to help you from cards but my idea is stuck in limbo right now.

    herodeck01.netlify.app

  • > Yes you must create it every time you enter the layout. I don't know how you managed to show ads on remote preview, seems impossible.

    I dont think this is a good idea... it might generate too many ad requests and decrease match rate... also this might cause the game to lag, because loading an ad will consume network and CPU...

    I have had success creating each unity just ONCE and using the SHOW action when I want to show them, it still seems to be working like this EXCEPT for banner ads, now banner seem to work just once per creation..

    I think Construct needs to update its manual, and actually take a good look into using AdMob... Cause I dont think the team really finds it relevant for them or I dont know, there's always some confusion... for example if an ad can be shown only once and cannot be called again before creating the ad unity again, then instead of using HIDE AD it should say DESTROY AD to make more sense in Construct logic. Because HIDE/SHOW makes you think you can do as simple as that, but no, if HIDE means the ad will be destroyed and created again, than the action should be named DESTROY AD...

    At least for the Banners now, it seem to me that Hiding the Banner will really DESTROY it and they wont come back. But I can show Intersetial more than once from creating the ad unity just once at the loading screen...

    The manual for the ad plugin is too vague, I find many holes in it... Can be really frustrating testing over and over to make sure you get what you want

    I will mention the boss Ashley here just in hope to get some clarification or useful comment...

    Yes read the post, the guy is talking about banner ads. If my way is not the preferred method then please give us your idea on how you are going to implement working banner ads.

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  • Very cool dude. Are the tiles preset or random? It would be interesting to unlock little people in houses so you don't feel so alone in the world. I think they might appear because I saw a quest for enemies.

  • My point is that you have to understand it yourself. The other guy already went deep into the functions with the long response but if you are a beginner then it's going to be hard to explain it to you. I would've started with my own simple dialogue system and go from there.

  • I can't really help any more on this because you added in a really convoluted set of events from a tutorial and I'm not going to spend time to try to understand them. In general though the problem is as I mentioned the picking of instances inside functions. If I was to make a dialogue system it would be just a few events not hundreds like this tutorial.

  • Like I said in my original response the picked instances get lost between functions. There's no point adding the condition to a function that already has it, the problem is with the functions that don't have it like the format dialogue function.

  • Did you make those functions?

  • In the event when you collide with the object look at the actions, you are setting the position of the player. At this point you should be setting the variables to the position x and y of the player object to store them, you have it backwards.

  • The one I suggested should work, story1 is not visible

  • Because the first event only has the condition that you press space, you need to limit in some way like the others so it doesn't repeat that event. i.e. Story 1 is not visible

  • To keep the alarm clock destroyed give it the Persist behaviour. To change the location you can have something like on collision with alarm clock, set player X to global variable and set player Y to a second global variable. Then on start of layout you set the player position to gv1,gv2. The default values of the variables can be the expected starting position of the player.