Sami424's Forum Posts

  • I pay like 15USD monthly, and the games i do in Construct 3, are the same as the games i do in Unity, sometimes even better and it saves me MONTHS of work using construct 3. Even when i do apps.

    P.S: I know unity really good, right now doing a survival game in 3D. But when it comes to mobile games, i use construct.

  • If you are making lets say "buttons" and you want them to be visible all the time, you would do a new layer, and change the parallax property of that layer to 0,0 , that means everything in there, will stay at the positions they always have.

    For background, using parallax 10,10, would make the background move only ALITTLE, like its very far away.

  • I have issues working with collisions using a tilemap aswell, ended up just adding invisible "collision check" sprites, with solid behavior. Try that instead

  • You can do this multiple ways, you can check what angle the player sprite has and go from there, or you can do the easy way and add 2 sprites one named "leftbox" 1 named "rightbox", make them invisible on startup, then if your player is walking left for example, you want to mirror the player sprite(im guessing you have done this).

    So you do "on Z is clicked" , but also check if "Player is mirrored", you can invert this option and it will be like "player is not mirrored".

    So if player IS MIRRORED, shoot towards object LEFTBOX, if player is not mirrored, shoot towards object RIGHTBOX.

    Im at work so i just quickly answered, if you need help you can add me on discord. #ironside6435 add me and i will answer when i can :)

    P.S: OOS below has a solution for your angle

  • Im looking at it, weird bug but prob fixable, first of all try not to use that many collision polygons, since it takes a toll on performance. Try use for example for the ball, use circle poly, and for the player use a square poly in the drop down list.

    I have never done a platform with this much collision checks, usually i do "tilemaps" like 1 square for a hill then 1 square for a flat ground, and i snap them together with snap to grid mode.

    Im checking at your project now if i find out why its doing this i will tell you :)

    EDIT: I have checked, i am at work so i have not found any good solution yet, nothing in console either, when i get home i will try to find the glitch, but i still suggest you use less collision polygons, i mean your game is running smooth now doesnt really matter, but if your doing multiple levels later on etc, would be good to think about performance.

  • There are many ways to do this in construct 3.

    Perhaps add a line of sight behavior to your enemy Sprite along with a Pathfinder behavior.

    Then do The events from there, on for example start of layout > enemy Sprite > pathfinder > find path to object > player Sprite

    Then add in event again enemy player > pathfinder > on path found > move along path

    Then using The line of sight behavior you can add like when player is in line of sight stop moving alot path and execute The shoot functions that you add yourself.

    Lemme know if you get my point

  • I have all Chadoris addons since 3 years back, amazing support when I had issues, then I stopped having issues, using the plugins still to this day with my projects.

    10/10

  • I've done this before, there are multiple ways you can do it depending on how secure you want it to be.

    First, you need a HUD displaying the screen, with buttons, etc, add a watch ad button that makes rewarded video pop up, on rewarded video finish add x amount of diamonds OR use a variable to check if the player has finished the video.

    Use diamonds button would just have a few events subtracting from 1 variable just like it would be lives, if diamonds <=0(less or equal to then 0) then disable the button, make it grayed out or something, it's up to you.

    TO SAVE STATE LIKE AMOUNT OF DIAMONDS ETC AND LIVES, use local storage, you can use other types of saving methods, but I suggest you use local storage, it's only a bit less secure, but that does not matter with games other than online games.

  • I forgot to read that it's an RPG game you are doing, however, you can learn something from my comment here for that too.

    First of all, try to set run animations to "start at current frame", always. Also, remove the duplicate "simulate right movement", 1 is needed only.

    There are a number of ways you can do what you want to do in construct, however for example if I want to make a side scroller and make it switch animations depending on movement and inputs, I would do this:

    Above I just use the Invert option on the event, checking if the player is MOVING or NOT. If he is moving, set animation to run and start at the current frame, if he's not moving, set to idle and start at the current frame.

    Why I highlight the current frame part is because if you set it to play for beginners, the construct will call this function whenever a player is moving, so you don't want the animation to repeat, in your case, you could just change it to "start at current frame" and it will prob work.

    For the mirrored sprite, all you have to do is check input, so if the user clicks the left arrow, mirrors the sprite If the user clicks right arrow, un mirror the sprite, the same solution goes for up and down movement, etc.

  • as title says, i have had my app out for days with ads without an issue, no email, no suspension nothing like that. now i haven't changed anything, i just did an update on google play, the debug file shows ads even if your out of testing mode, but when google play reviews and adds it to the play store, i download, the ads aint working, anyone know why? they have until my recent update.

  • Nepeo

    You're talking nonsense!

    You must have taken the wrong file, the wrong subject at all!

    You have confused it with another one of my subjects!

    It doesn't matter.

    Thank you for your attempt to help, but it doesn't help me at all!

    I'm talking about the RPG Game Factory Project, all the files are there!

    I updated the first message.

    My archive contains two folders: "Projet" and "Jeu"

    "Projet" = C3

    "Jeu" = Test

    Dayvid86 Think he/she just telling you to do the actions differently , in what way i do not know but just look over and over again you will figure something out. Have you tried using localstorage instead of nwjs? If it is keys you want to read and write on disc file. Cuz i see you are using AJAX to call , try to JUST use ajax, i mean i do understand your issue just dont have a fix, for me the code should work but i never work with NWJS so id ont know

  • don't worry about orientation.

    But your game is in Development mode (testing), not live. Change that.

    Its live , i get the iframe error however that worries me, i think this is on my end since no one else has this issue. What would you recommend using portrait size in c3? 1080 right?

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  • It looks like you're trying to use the Facebook API (a different service) on Instant Games, and it's encountering an error trying to do that. It would not surprise me if the Facebook API was intentionally blocked in Instant Games.

    again , using only IG in this project. instant games, and i solved it by just setting the canvas to fixed. I dont know why you are still doing this seriously. Read trough the whole thread again. then answer.