mekonbekon's Forum Posts

  • Bump - any help at all would be great

  • facecrime You're welcome

  • Nice work! Really impressed with the look of this - should solve a lot of physics issues I was running into. Are you planning on also releasing a C3 version?

  • facecrime

    Like this:

    https://www.dropbox.com/s/p2rxe7wne4t5q ... r.c3p?dl=0

    You need to make sure that the layout is set to unbounded scrolling in its properties.

    You can fiddle around with the layer scale to adjust the depth of each layer. It's also worth playing around with the layer scale-rates and the overall layout scale to create some interesting effects.

  • You're welcome

  • chrisyamao

    To fade out a sound:

    add a tag "volume" to the play action for the sound

    add the following global variables and starting values:

    vol -10

    volMax -10

    volMin -50

    fadeRate -0.5

    Every tick:

    System|set vol to clamp(vol+fadeRate,volMin,volMax)

    Audio|set volume: tag: "volume" dB: volume

    You can adjust the fadeRate to change the speed and direction of the fade.

    To fade out all sounds:

    Every tick:

    System|set vol to clamp(vol+fadeRate,volMin,volMax)

    Audio|set master volume: dB: volume

  • facecrime I found that this sort of technique works better if you use scaling on layers rather than parallax.

  • Hi all,

    I'm hoping somebody can guide me through the process of getting my game onto the Play Store. It's my first solo attempt at releasing an app, so I'm a bit uncertain which path to take. I'm working my way through the Play and Android Developer Guides looking for solutions but there's quite a lot of options to choose from.

    This is the game in question: Angle Fu

    It's a bit of fun to help kids learn different angles - nothing fancy, which I figured would make it a good test-run title.

    Here's where I am so far:

    I've tested the debug apk to check that the game is performing as expected.

    I've generated an unsigned release apk using C3's build service.

    I have a keystore, generated previously when learning to use cocoon.io.

    I have a Google Play Developer account.

    I'm intending to make it free, with no ads or IAPs.

    The questions I have are:

    What is the best/easiest way to sign the apk?

    Should I be using Android Studio during the process and if so should I use the C3 Android Studio export option?

    Can I reuse my existing keystore or should I create a new one?

    Should I use Google Play App Signing?

    What assets need to be prepared in advance (screenshots, icons, videos etc)?

    What can I expect after publishing (e.g. wait before appearing in the Play Store)?

    What if I wanted to release a paid app?

    Is there anything else I'm missing?

    Many thanks in advance to anyone who can offer advice for any part of this or point me in the direction of useful resources.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • CaesarSalad

    Apologies for the delay in getting back to you. I'm still running the latest stable version due to client work, so can't update C2 yet, sadly.

    Based on the code and image you posted one or more of the following could be a problem:

    The X-axis spawn position for the pillar creation looks incorrect - it should be 630, not 1100.

    Make sure that the origin point of the pillars is in the bottom left hand corner.

    Also, the array's initial dimensions should start be 0,1,1.

    Aside from that I can't see anything obvious that would be causing issues. Hope that helps

  • Sorry CaesarSalad I'm still running v244 due to client work so can't view the file - could you post a screenshot of the code instead?

  • - you just need to change the origin point in the sprite editor. If you want pendulum-like movement then use the sine behaviour as Kyatric suggests.

  • CaesarSalad

    How about this?:

    https://www.dropbox.com/s/pzcukq604drys ... .capx?dl=0

    This generates a random level on the fly, saving it to an array as you go - I'm saving heights, but you could swap this for sprite frames/animations, different sprites etc

    Pressing the space bar will allow you to replay the level from the start; if you reach the point where you restarted in the saved level then it will continue randomly generating the level from that point.

    Press R to reset the level.

    If you want to permanently save the current level then you could save the dictionary to local storage, allowing you to reopen it in subsequent play sessions.

  • Cheers Kyatric <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile">

    Same file in c2:

    https://www.dropbox.com/s/d7goq08jc1xi1 ... .capx?dl=0

    Kyatric's method works best if you want the speed to ease in and out at the limits of movement, mine is good if you want uniform speed.

  • Would something like this work for you?:

    https://www.dropbox.com/s/l004glp91d67k ... e.c3p?dl=0

  • Flodcp

    Really nice! I love the aesthetic and the koto sounds and ambient noise work very well together.

    It shouldn't be too hard to get some ambient background effects in there, like cloud/bird shadows occasional butterflies, leaves blowing past. How about intermittent gusts that blow the bunny's ears?