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  • Thanks for the reply, I used the

    Touch is touching LeftButton -> Player simulate moving Left

    Touch is touching RightButton -> Player simulate moving Right

    Touch is touching UpButton -> Player simulate jump

    it works fine, for the crosshair i am still figuring out...

  • I want to make a virtual joystick for my platform game. I have searched through a lot of tutorials to achieve this, but none have the functionality I need. I’m a rookie game dev, can you guys help me with this?

    The idea is to make a virtual joystick with seamless control, meaning the player doesn’t have to move their finger during movement. If they gesture left when touching the virtual joystick, the player should move left, and the same goes for right and jump movements.

    As for the crosshair, I want it to be seamless. The idea is that when touching the shooting gamepad on the right side, the player should automatically shoot, and if they move their finger, the crosshair should move on the screen.

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  • Your hero moves, but the Gun_Fire sprite stays in one place. You can try attaching it to the hero (with hierarchy or Pin), maybe it will look better.

    Its works great with hierarchy , Thanks

  • When shooting, I spawn the gunfire animation at the edge of the Hero_Guns.

    When the hero is standing still, it spawns correctly, but when he's moving, the gunfire spawns in the wrong position.

    How to fix this?

    Event: i.vgy.me/1uKMTm.png

    Video: webmshare.com/play/VbLJK

  • Hi Guys,

    I’m using the GamePush SDK in my game and received this feedback: i.vgy.me/LCeYdp.png

    -Save data should not be implemented through the Player module in the GamePush SDK.

    -Sound settings are not saved when changed.

    I don’t understand this part. The sound is working perfectly, it mutes during ads and everything seems fine, but I keep getting the same feedback again and again.

    Actually, my game doesn’t have a save game feature.

    But if the player mutes the sound and restarts the level, it stays muted — unless the player manually unmutes it.

    Can anyone with experience using GamePush explain what this actually means?

  • When you create the green sprite it is not related to a particular enemy. You can add the green sprite to a 'Container' with an enemy, that means it is created with the enemy at the start (you don't need to create it) and also it is always related with the enemy in picking conditions.

    Then for the actual event if you say green sprite on collision with mine -> destroy green sprite. It would also destroy the enemy with it as they are in a Container. Note : your current condition pick with UID doesn't do anything.

    Great!, works perfectly after using container, Thank you very much...

  • Video: webmshare.com/play/RLNZ6

    Event: i.vgy.me/Qc3lsf.png

    At 00:06 seconds in the video, the enemy at the bottom is touching the mine, but instead, the enemy at the top is getting destroyed.

    Similarly, at 00:12 seconds, the enemy at the bottom is touching the shield, but the enemy at the top is the one that gets blasted.

    This issue happens randomly, sometimes one object collides, but a different object is affected.

    I used a separate collision object (the green bar at the bottom) to trigger the mine and shield events. I also used the "Pick instance with" event to ensure the correct enemy is affected.

    How can I make this more precise and bug-free?

  • my game is not working when exported for HTML5

    i am getting this error, but I can play without any interruption in the Construct 3 preview..

    It shows plain black screen only, no sounds nothing..

    Please help me fix this issue

  • Thanks for the input guys,

    I found the bug,

    Cause:

    When I killed the enemy, I deactivated the enemy movement group. Since group states persist across layouts, it remained deactivated in the next level, preventing the enemy from functioning.

    Solution:

    I simply activated the enemy movement group at the start of the layout, which fixed the issue.

    Lesson Learned:

    Group activation states are global unless the layout is restarted. Always reset necessary groups at the start of each layout to prevent unexpected behavior.

  • Can you guys please help me fix this issue?

    I’m using the same enemies for all levels, so I created a common event sheet, added enemy functions there, and attached that event sheet to all level event sheets.

    The problem is that the enemy works correctly in level 1 but not in level 2 or later levels.

    I did the same thing for the Hero.

    I created a common event sheet for the Hero, attached it to all levels, and it works perfectly.

    However, if I preview level 2 directly, the enemy works fine. Also, if I copy the enemy function control group directly into the level 2 event sheet, the enemy works fine. It only stops working when I go to level 2 after playing level 1.

    Strangely, even though the enemy doesn’t work at first, if I die and restart the level, it starts working fine.

  • Hi everyone,

    I made a Construct 3 game, added the GameMonetize.com SDK, and exported it as an HTML5 game.

    The game works fine when played through Construct 3.

    It also works properly on GameMonetize's pre-approval page:

    Playable link: uncached.gamemonetize.co/clv3nosn3zr04fn92j8oa70q18nqpkbe

    However, the same game does not work on their shareable link, showing a black screen:

    Unplayable link: html5.gamemonetize.co/clv3nosn3zr04fn92j8oa70q18nqpkbe

    The error I get: i.vgy.me/xkLsYl.png

    Exported HTML5 package: dropbox.com/scl/fi/mghapxbrlwqkkpkq38q0q/shoot_some_fish_gm_v4.zip

    Can you please check and help resolve this?

    Thanks!

  • You have two "Set dx" actions. The second one should be "Set dy"

    Oh My..........!!!!!

    How poor was my concentration...

    Thank you very much!

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