Atlas_Grey's Forum Posts

  • When there is a collision objects that touch automatically pick up and it is convenient.

    You can add a sub-event listing all objects and in it another sub-event with a variable comparison.

    Like this

    + COLLISION.

    ----+ System: For each Sprite

    --------+ Sprite: Variable1 = 0

    Thanks for the reply! I still couldn't quite get it to work like that, however I took what you said and separated it with custom actions and it seemed to work perfectly. Thanks!

    + Sprite: On collision with Sprite2

    -> Sprite: Record_door

    * Sprite action 'Record_door'

    ----+ Sprite: Is overlapping Sprite2

    -----> Sprite: Set Direction to Sprite2.Direction

    -----> Sprite: Set Room_X to Sprite2.Room_X

    -----> Sprite: Set Room_Y to Sprite2.Room_Y

    -----> System: Wait for previous actions to complete

    -----> Sprite: Teleport

    * Sprite action 'Teleport'

    ----+ Sprite: Direction = "East"

    --------+ System: For each Sprite2

    ------------+ System: Pick Sprite2 where Sprite2.Room_X = Sprite.Room_X+1

    ------------+ System: Pick Sprite2 where Sprite2.Room_Y = Sprite.Room_Y

    ----------------+ System: Pick Sprite2 where Sprite2.Direction = "West"

    -----------------> Sprite: Set position to (Sprite2.ImagePointX("East"), Sprite2.Y)

  • Is there any way to make actions trigger on objects of the same type other than the one that is in the initial condition?

    I want to collide the player sprite with an object, then pick a different object of the same type (with a different instance variable) to move the player to. However when I create the action it uses the original object from the collision instead of a picked object with the different instance variable. I can't seem to find a way to disassociate the initial event object from the one in the sub event. Any tips?

  • fredriksthlm

    So are you saying when I preview in the browser it’s just running a filler advert in place of an Adsense one and it’s safe to test? (I only created admob ad units)

    With the Banner Ad I tried to create it only once per game launch however when I hid the ad I couldn’t get it to reshow again. Perhaps I did something wrong the first time, I’ll take another look at my events. 👍

    Thanks

  • lionz thanks for confirming. I was a bit overwhelmed by Admobs policies and want to be sure I wasn’t creating invalid activity or spam on their end by mistake.

    My ads are working properly in an android Cordova export however when I tried running remote preview to quickly test gameplay changes to my surprise the reward ad actually triggered (Banners did not though). I didn’t think it would happen and feel a bit hesitant to preview my game now.

    Thanks for your help!

  • Hello!

    I'm in the process of adding Mobile Adverts to my finished game. I've set up my Admob account and can successfully trigger adverts when I want them to appear(in test mode on android), but I'm unsure if I'm executing it correctly.

    Generally I am creating an advert at the start of a layout to prepare it for viewing. For example, I have a Banner Ad Unit that I want to appear on player death - so I create it at the start of the layout and show it on the death event. It is then hidden when the player returns to the menu layout, clicks play and the cycle repeats.

    Is it safe to create an advert every time the layout is run so that it appears when it should? I don't want to break Admob's TOS by accident and the documentation I have read on displaying ads hasn't been very clear on the correct way to use the mobile advert conditions and actions.

    Thanks!

    EDIT: Also, I noticed reward ads would play in Remote Previews on non-test devices, which bothers me... are these ads actually contacting admob or is this just construct 3 running it's own ads for testing purposes? (I have my MobileAdvert plugin set to test.)

  • I also tested it on the ipad with the same results.

    for reference, here's how it should appear-

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  • Hello 👋

    I’ve been playing with the 3D fog effect and I’ve run into an issue when I remote play on my iPhone 11. Instead of the fog rendering gradually it displays as thick lines of shadow (as seen in the screenshot). It did this in both safari and chrome. I tried it on an oppo A15 and it worked fine. Has anyone else tested this on an apple product?

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  • Thanks so much, that works perfectly. The tutorial is great too, I appreciate the depth you guys go to with the documentation and I’m sorry to have overlooked it. ✌️

  • Hi all,

    The 3D in C3 has been magic so far, but I’ve run into issues with using 3D objects as billboards. The alpha area of a sprite projected onto a 3D face often blocks other 3D object faces from rendering when they clip… I was wondering if there was a planned update that would fix this?

    For the most part I’ve managed to figure out simple work arounds, like putting opaque 3D objects on different layers or Z-sorting alpha billboards on the same layer; but I’m having trouble with alpha billboards that have different Z heights, particularly these bouncing coins that tween up and down on the Z axis. Any tips on how to deal with that?

    Thanks

  • Fantastic! I logged on to see what people might be doing with the 3D camera, and you surpassed my expectations with this already!

    Personally all I had done was alter the demo so that the player could look up and down and was wondering if anyone had taken it much further, but I wasn't expecting to see a 3D action platformer forming already! Sharp!

  • That’s fantastic to hear! Thanks again for your reply, really appreciate the help!

  • Just to confirm, you’re saying it works after compiling the game or you can actually get it to work in the remote preview?

    Thanks for the reply!

  • Hi! I’ve tested out the share plugin to share high score screenshots, but found it does not work properly on iOS, at least not when using the mobile browsers when remote testing. I’m curious does anyone know if it works when the game is properly exported?

  • Sorry I cant seem to get the image to show within the forum post!

    imgur.com/emYnqik