lionz's Forum Posts

  • 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.

  • Probably you have an event to show a jump animation when character 'is jumping'. You'll need to modify the event something like 'is jumping' but 'not attacking'. You can't have 2 animation events true at the same time or they'll conflict, probably what is happening here. When you descend 'is jumping' is false so the attack animation will play.

  • 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.

  • Pickedcount is the total number of instances that you picked, so in this event it is the number of instances with animation frame 1 and in the second event the number of instances with animation frame 2. That's what you wanted, right? To add the total number of instances that matched.

  • Your current conditions are saying if any sprite exists with animation1 set then add 1 and the same for animation2 so I imagine they just increase by 1 every 1 seconds. The fix for this is actually to replace add 1 with add sprite.pickedcount. Pickedcount is the number of sprites currently set to that animation.

  • There is a system condition - pick random instance

  • What condition are you using? Complete, loaded, ready are different to when the ad is actually playing. You can change the variable when ad 'is showing'.

  • Looks good enough to put on the store? Although I guess with the assets used I'm not sure of the rules.

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  • Hi, it depends on how you made the inventory.

  • When you enter the store the items are put on the Inventory layer which is layer 10. When you return to the level the items move down to the Buildings layer which is layer 10. If you are using global layers they need to match throughout the game in terms of number/index so they should match between all layouts. Think of it like the items are positioned on a numbered layer rather than by name.

    You could create a work around such as 'on start of layout' set invitems layer to "Inventory" but that is kinda forcing the position and soon it'll get overwhelming as you add more things that you need to force the layer position etc and bugs may occur, I believe the best practice is to match layers across all layouts then you can take advantage of their global-ness.

  • Disable anchor? I'm not sure what the purpose is.

  • Do you mean in the editor? The first layout is really for when you've exported and should work. In the editor it'll load first the layout you've got selected.

  • What store? You sent us a full game with no info on what to do.

  • You need to use the same object, that build family is a different object and you don't need to use that. Also in terms of structure add Pick all sprite as a sub event then indent again for the other conditions.

  • When you use an object on clicked event it narrows the picked instances to 1 so you can't then continue to pick from the other instances in sub events. You can open all instances again by adding 'Pick all Sprite' in the sub event. There are also other ways to do this like using a function and pass through a parameter which sets the frames based on parameter passed.