Shubi's Recent Forum Activity

  • Kindly give feedbacks on a game that i have just completed and published on Google Play Store,

    Its called Chain Reaction : Nuclear

    https://play.google.com/store/apps/details?id=com.dreamoclock.chainreaction

  • ok thanks for help!

  • I don't think it works that way. 'Pick by evaluate' is for instances and a tile is not an instance from a tilemap.

    I think you have to loop through the tilemap tile for tile and look if the surrounded tiles are the ones you want.

    I made a little example:

    https://drive.google.com/file/d/1trh6LVRnulewZ2v7LrfXQSfkhk39NMkv/view

    Its not a tilemap object its just a sprite object with name "sp_tile".

  • Hi everyone... need a little help with Pick by evaluate event here,

    Imagine a grid of object(sp_tile), i want to pick tiles around a tile if they are present and set a variable to the picked tiles, i am using following events to make that happen...

    But it never works. What am i doing wrong here?

  • Thanks for the info, hope you fix it within a week as you have said at the bug report.good luck.

  • I just recreated the build fail a minute ago, it is happening only when i use google play and advert plugins are both used in the project.

    Here...https://github.com/Scirra/Construct-3-bugs/issues

    "Bug reports" are more than a crash log. Sometimes it's possible to draw a conclusion from a log message, but often we need to know the situation in which it occurs. Depending on the error that can be a > combination of the system information, the project and a particular sequence of operations.

    I see, but what to do when it shows only a log after a failed build and not a bug report. That is what is happening and same is what i posted in bug report.

  • Nepeo

    i just tried with another project of mine and it is giving some other kind of error, i am trying to recreate a minimal project to recreate the bug, as soon as i figure that out i will post a report.

    By the way all three people posted the same log and their was no "bug report" just a log that we could share, that's why i posted in forum and assumed that everyone else is facing the same.

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  • medervolfr

    yeah there are three posts with the log/error description included still they need a bug report... its like talking to government. :p

    anyway i am filing a bug.

  • Edit : Did not see this has been posted already... https://www.construct.net/en/forum/construct-3/general-discussion-7/andriod-signed-apk-build-144783

    Any idea what's wrong here?

    the build fails with following log :

    Error: Checking Java JDK and Android SDK versions

    ANDROID_SDK_ROOT=undefined (recommended setting)

    ANDROID_HOME=~~/androidSDK (DEPRECATED)

    :wrapper

    BUILD SUCCESSFUL

    Total time: 0.896 secs

    Subproject Path: CordovaLib

    Subproject Path: app

    Task :app:preBuild UP-TO-DATE

    Task :CordovaLib:preBuild UP-TO-DATE

    Task :CordovaLib:preReleaseBuild UP-TO-DATE

    Task :CordovaLib:checkReleaseManifest

    Task :CordovaLib:processReleaseManifest

    Task :app:preReleaseBuild

    Task :CordovaLib:compileReleaseAidl NO-SOURCE

    Task :app:compileReleaseAidl

    Task :CordovaLib:packageReleaseRenderscript NO-SOURCE

    Task :app:compileReleaseRenderscript

    Task :app:checkReleaseManifest

    Task :app:generateReleaseBuildConfig

    Task :app:prepareLintJar

    Task :app:generateReleaseSources

    Task :CordovaLib:compileReleaseRenderscript

    Task :CordovaLib:generateReleaseBuildConfig

    Task :CordovaLib:generateReleaseResValues

    Task :CordovaLib:generateReleaseResources

    Task :CordovaLib:packageReleaseResources

    Task :CordovaLib:generateReleaseRFile

    Task :CordovaLib:prepareLintJar

    Task :CordovaLib:generateReleaseSources

    Task :CordovaLib:javaPreCompileRelease

    Task :CordovaLib:compileReleaseJavaWithJavac

    Task :CordovaLib:processReleaseJavaRes NO-SOURCE

    Task :CordovaLib:transformClassesAndResourcesWithPrepareIntermediateJarsForRelease

    Task :app:javaPreCompileRelease

    Task :app:mainApkListPersistenceRelease

    Task :app:generateReleaseResValues

    Task :app:generateReleaseResources

    Task :app:mergeReleaseResources

    Task :app:createReleaseCompatibleScreenManifests

    Task :app:processReleaseManifest

    Task :app:processReleaseResources

    Task :app:compileReleaseJavaWithJavac

    Task :app:compileReleaseNdk NO-SOURCE

    Task :app:compileReleaseSources

    Task :app:lintVitalRelease

    Task :app:mergeReleaseShaders

    Task :app:compileReleaseShaders

    Task :app:generateReleaseAssets

    Task :CordovaLib:mergeReleaseShaders

    Task :CordovaLib:compileReleaseShaders

    Task :CordovaLib:generateReleaseAssets

    Task :CordovaLib:packageReleaseAssets

    Task :app:mergeReleaseAssets

    Task :app:signingConfigWriterRelease

    Task :app:transformClassesWithDexBuilderForRelease

    Task :app:transformDexArchiveWithExternalLibsDexMergerForRelease FAILED

    35 actionable tasks: 35 executed

  • Hi,

    I have an idea to make a game with lots of physics objects and i have two questions...

    1. Is there a limit of joints(revolute) in case i want to make a single physics object to joint with multiple other physics objects
    1. Is it feasible to make a mobile game with lots of physics objects?

    And yes i have read all the posts and yes i know it is not advised to use many physics objects but what if the game logic demands 100s of objects, why physics behavior can't be any better in c3?

    Any opinion is welcome...

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  • Thanks everyone for helping!

    I got it working by choosing Custom on LOS.

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Shubi

Member since 9 Dec, 2016

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