WackyToaster's Recent Forum Activity

  • If you have 20 fixed spawnpoints, you could use (invisible) sprites. Place them as you like and then do:

    Pick random instance --> Create object at sprite.X, sprite.Y

    Then repeat as often as you need. You should make sure though that the same sprite cannot be picked again (e.g. you can destroy it after you spawned the hiding object.)

  • use "wait X seconds". It´s in the system actions.

  • You also need a mac with xcode

    It´s also possible to get it working fine in a VM (virtual box) but that one was quite a task to get working properly (also emulating won´t work I think, because you´ll have an iphone emulator running on a virtual mac running on a windows machine, at least my pc didn´t manage but might be possible). But still, that doesn´t circumvent the developer account.

    IIrc you can create a debug .ipa that only work on specific devices, not sure anymore if you get the actual file or have to deploy it via a beta-channel in the store.

  • You can't. You have to use xcode because apple. Even then you cannot just install it, you'll have to get familiar with all the apple developer stuff and probably get an account too (100$/year). Not sure if you can avoid these restrictions with a jailbreak.

  • That sounds good to me.

  • I meant something like this

  • That´s pretty neat. What´s the recommended way for functions called by expressions? I´m using that quite some... Or will it be gone for good? That would be sad :(

  • Hard to say, but I don´t think he is lying.

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  • Hard to say just from the screenshot. If you can try remote debugging with Chrome. The remote debugger is broken since chrome 63 so you´ll have to use a different version of chrome.

    Download this:

    googleapis.com/download/storage/v1/b/chromium-browser-snapshots/o/Win_x64%2F499095%2Fchrome-win32.zip

    Then follow this:

    developers.google.com/web/tools/chrome-devtools/remote-debugging

    Then you can get the log outputs on what happens, like errors and such.

  • Well, a simplified version would be to not use individual tiles as power grid and just connect them in some other way (maybe distance?)

    If you want to use tiles, you might wanna take a look at recursive functions to determine if something is connected to the grid. This can get quite tricky, but iirc there is an example project in construct that showcases a recursive function.

  • The build in plugins work fine. It depends a little on what kind of game you have and how aggressive you want to push out ads. Just regular banner ads work fine, rewarded ads can be really good if you have something to offer the player as a reward. Make sure it´s something they want over and over again (like extra money) One thing you often see is a fullscreen ad on game over (not every game over, but probably every 2-3 game overs) fullscreen ads are a bit too aggressive for my personal taste, so I went with a simple banner ad.

    But rule of thumb, you mainly get paid for impressions (aka views) so make sure that ads show up often enough but not too often and not too aggressive.

    I´d say just take the plunge, try stuff out and make your own experiences. The returns are very minimal unless you have a huge playerbase. Expect returns of a couple of cents. That´s at least what my experiences are so far. Oh and if you have a really good game with good ads going, I can also say putting out ads with google works really well.

  • Well you could always send a mail to the 000webhost support and ask them, they probably know best if they support it. If their free plan doesn´t cover it, their paid one might. Or find a different free host that does allow php mail.

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WackyToaster

Member since 18 Feb, 2014

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