danish777's Forum Posts

  • 4 posts
  • You can publish your Construct games on platforms like itch.io, CrazyGames, GameMonetize, and GameDistribution—all support HTML5 and offer monetization via ads or revenue share. Also consider exporting to Android for Google Play to enable in-app purchases or ads. Each has different submission and revenue models, so check their dev docs for specifics.

  • Hi alexGrolex! Sounds like a fun project. Just curious—are you looking for someone to fully build the game logic for you, or would you prefer help step-by-step so you can learn as you go? Also, do you already have the assets or just need placeholder elements for now?

  • That sounds like a solid setup so far! I'm working on something similar and was wondering:

    How are you currently snapping the angle to 45 degrees? Are you using angleSnap = round(angle / 45) * 45 or something else?

    For diagonal lines, are you checking if both X and Y positions are changing equally to maintain a perfect diagonal?

    Also, are you using a single line object stretched and rotated between start and end points, or a tile-based approach for each grid cell?

    I’d love to know what your current method is and what’s going wrong — maybe we can figure out the cleanest way to make the line-drawing logic more precise.

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  • Hey! In Construct 3, since it's a 2D engine, simulating Z-axis movement usually means faking depth using scale, position, or layering.

    For a tween on the Z axis (like in your card flip example), you can try adjusting the object's scale and Y position at the same time to create the illusion of moving forward or backward in 3D space. For example:

    As Z increases (moving “closer”), increase the scale and slightly lower the Y position.

    As Z decreases (moving “farther”), reduce scale and raise the Y.

    You can store a Z variable and tween that manually, then update the scale/Y every tick based on that value.

    Let me know if you want help with the expressions!

  • 4 posts