PaulPlay's Recent Forum Activity

  • All in all very cool! Unfortunately, it uses quite a lot of performance. Would be cool to see something like this integrated in the official physics plugin which would probably result in better performance (with java script)

  • Yeah, thats exactly what I mean by "with code". I have 2 HUGE event blocks with around 70 actions to set all the keys of a dictionary called "language". I only got 2 languages now, but will have more in the future and will switch to json. I was just wondering wether it has a performance impact to have this much more code, which is only running on start of the layout so I'd guess performance impact probably isn't huge.

    Anyway, the array thing seems good but I have already implemented the dictonary in my game on which I am working on since 2019 and it would be a pain to switch to that. So I will prob just load the Json into the existing dictonary and hope for the best.

    I have seen there is also a "download dictonary" action, which supposedly exports the dictonary as json, maybe this works so I don't have to copy it by hand...

  • The best way to do localization in construct is probably to use AJAX to request a JSON file for the correct language and then AJAX: "On tag completed" -> Dictonary load from Json string (Ajax.LastData).

    I want to switch to this solution because it is easier to have every language in a seperate file, BUT...

    ...I wonder what the real NEGATIVES of just creating a Dictonary in code are. If you have let's say 5 Dictonaries in code and they all contain 30 sentences in a language, does this increase loading times? Or is it bad for general performance? Because text uses only a few kb so I wonder why it isn't a common practise to just put the dictonaries in code and don't load them from json files. I'm curious to see your answers :)

  • Is it available yet? Haven't heard anything about it.

  • Thanks, imma try that if I get sufficient installs. Chadori truly is a Chad, his plugins seem pretty good.

  • Yeah but the IronSource Addon from this guy is 160$, only worth it if my game becomes a great success. If you earn „only“ a couple hundred bucks per month from advertising mediation does not really get you higher ecpm, because other networks often value customers with larger audiences. At least thats what I‘ve heard.

  • Appodeal would be great, but it seems like it's cancelled. (?)

    Oh and keep up your good work (even though it's kinda expensive but you gotta make some money off of that and for people with a lot of ad revenue it pays off)

  • Hey,

    I was wondering wether the admob plugin also includes other important app networks to support mediation.

    Best regards,

    Paul

  • Hey,

    I was wondering what restore purchases in the IAP plugin really does.

    Do you need to keep track of all purchases that were claimed or does it do that automatically?

    How does it handle paid consumables?

    What if you reinstalled the game, can you then reclaim the purchases? If yes, should you trigger the action the first time the user opens the app?

    Should you make a button for it or trigger it every time the app starts? Or only the first time it does so? What happens if the user is offline?

    Best regards,

    Paul

  • dop2000

    You can create rooms on a seperate (unused) layout, connect all objects to the room with hierachy [...]

    Does this mean I can just connect them with hierachy in the layout view?

    Because I got like a hundred objects and I dont want to make an action "if object1 overlaps room1 -> room1 add child" for every object.

    Or would "if room1 overlaps "FamilyWithALlObjects" -> room 1 add child "FamilyWithAllObjects" work? Or would it just pick all family members in the whole scene?

    thanks for your help!

  • Okay so this seems helpful (thanks a lot!) but it is a very lengthy tutorial so I figured for everyone who's curious here is the short form:

    CurX here is the right boarder (BBox.right) of the last placed scene. CurY here is the Y position of the last placed scene, in this example it always stays the same but if you want to add verticality to the game you might want to change this.

    For adding a room (in this case called "scene") above the current room, you need to take BBox.top for the Y position (curY) and if wou want to add a room below the current one you need to use BBox.bottom + NewScene.height instead.(this wasn't mentioned in the video but I believe this should work)

    Now, you got a family with all the scene objects (so basically every object in your game's world), in this case it is called "Entities".

    Now with this funky formula you set the position for each entity to the position where the new scene is going to be but add the own position of the object relative to the scene position (so self.x & self.y) as an offset.

    For this formula it is essential (wasn't mentioned in the video though) that the origins of the background scene objects are in the lower left-hand corner.

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  • Hey,

    I want to make an endless runner (think of Subway Surfers) where pre-defined rooms spawn ahead of the player (these can be either created or moved to the position).

    These rooms should consist of multiple objects, like spikes or bombs.

    Now: I want to move those rooms, but the issue is that I can't just pin the objects to the rooms because there are also instances of such objects in the other rooms.

    This is why families wouldn't work either, because they select every instance.

    If I want to move an entire room to a different position, there would need to be something like a "prefab" so I can create or move a room with all the instances at the correct position.

    An Idea was to create a family in which all objects are and then say: if family overlaps with room_background (invisible sprite) = pin to object. However, this did not work well.

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PaulPlay

Member since 22 May, 2021

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