dop2000's Forum Posts

  • Sorry, I didn't try to understand your code, there's a lot of it.

    I have a simpler demo of twin-stick, take a look:

    dropbox.com/s/rrpxnmer3gwhl88/DoubleVirtualGamepad_v3.c3p

  • I surely hope so..

    I was also testing IAPs today, made a closed track release and registered a tester account, but still got charged real money. You never know with google :)

  • I have another question - what does a test Admob ad look like?

    I have enabled "Test mode" on the plugin, and the interstitial/rewarded ads are shown with a small "Test ad" caption on top. But otherwise they look very much like live ads! One was a playable game ad and when I clicked it, I was redirected to Google Play to that game listing. Another ad was for medical training courses..

    Should I be worried? I don't want to be banned by Admob for clicking on live ads.

  • Nah, all enemies should share the same obstacle map and you don't need to regenerate it for each new spawned enemy. So there is probably some other mistake in your code. It would help if you could share the entire project.

  • I usually do this:

    Array Push Back value v1 on X axis
    Array set value at (self.width-1, 1) to v2
    Array set value at (self.width-1, 2) to v3
    
  • You don't need 3 "regenerate" actions. Just one is enough. And like I wrote in the first comment, regenerate finishes on the next tick, so if you order your enemies to find path immediately, they will still use the old obstacle map!

    So you need to do this:

    Regenerate obstacle map around Wall
    Wait 0 // this means "wait 1 tick"
    Enemies find path
    
  • There is a converter for plugins, but it only makes runtime 2 version.

    You should search for correctly ported C3 plugins.

    Here is a collection of ported plugins for Firebase:

    github.com/erenertugrul/construct-plugins/tree/master/ported_plugins/plugins/rex_firebase_pack

  • In this case, on both monitors 8.1.

    What browser are you using for previewing? It doesn't look like Chrome, Yandex browser? Have you tried Chrome and Firefox?

  • I'm still trying to understand the difference between the two.

    The difference between the two what?

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  • That's because you are removing rows from the array, but still selecting random(0,9) index. Also, don't use round() with random, it causes non-uniform distribution of results.

    Change it like this:

    Set randomNumber to int(random(0,QuestionArray.Width))

  • Ashley, The idea that a frame rate from a different monitor is used seems plausible. But why does this only happen with "Latterbox scale" mode, and doesn't happen with "Letterbox integer"?

    Could it be that the resolution or aspect ratio of the wrong monitor is used in some calculations? One monitor on the video is definitely wider that the other.

    fart6407 Can you try with "Letterbox scale" mode, but don't maximize the browser window? Then drag it to another monitor, and again, don't change the window size, and don't maximize it. Basically test on both monitors with the same window size.

  • Try this project:

    dropbox.com/s/jgoh0q74m81ep7w/MonitorTest.c3p

    Press Left key and keep holding it. Player will move 4000px to the left, at the end it will show you how much time it took.

    I tested on 60Hz and 75Hz monitors and in both cases the result was 8.1 seconds.

  • Thanks!

    I actually managed to test in another country and the currency code was 3-letter ISO. However, for Australia and probably other dollar-countries it's just "$", which may be confusing. So I will take your advice and will list the prices in USD for now, it's easier.

  • So you are using C3? You really should have posted this in a relevant sub-forum:

    construct.net/en/forum/construct-3/scripting-51

    I don't know if dynamic importing is possible, I don't have much experience with scripting, but you can try simply importing it into Scripts folder. See this example - I found a library for QR encoding and it was very easy to use it in C3:

    dropbox.com/s/u9fv261wv84dccx/QR_Encoding.c3p

  • If these are top-level events, then "For each DummyAttack" is triggered on every tick, but you have another condition "Every DummyAttack.attackSpeed seconds".. Not only this is not good for performance, but I can't imagine how these two conditions work together, especially if different instances have different attackSpeed values.

    Use Timer behavior instead. When DummyAttack is spawned, start its Timer. In "On timer" event do "For each DummyAttack", pick Enemy, subtract from health.