BadMario's Recent Forum Activity

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    Nothing dangerous about putting ads in your game ( same as putting them on the page next to your game as far as danger goes.

    Well, don't wanna get into arguments over this. Every cent Google, Facebook, Twitter, etc... make comes from ads, so obviously it is not exactly useless

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    I know, but like I said in my post that is not the same as being able to insert ads anywhere within the game. That is what we were able to do with CPM Star ads ( and Mochi ads ) in Flash games.

    I used to make over $100 per day for about 2 years from those, so this is not some irrelevant thing.

    adsense stays on your site, these ads travelled wherever you game went, so you can see the difference. Somebody playing your game on y8 or any of spil games' portals would still see your ads.

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    Well, I have been bugging you guys on and off for more than 3 years to develop a few plugins that would enable us to use adsense or CPM Star in Construct games, but seems like you are not interested in doing so. Kind of puzzling since you do support admob which is only for mobiles, yet you seem to share ( a less severe version anyway ) my opinion that appstores are garbage that nobody really needs ( yet people keep giving them their money just because ) and PWA is the way to go

    Having ads around our games on our own sites is not the same as being able to insert ads into games ( the way you could do with Flash ). There is a crapload of money being wasted here.

  • Soundtrack set volume to VOL

    if audiofade = 1

    set VOL to VOL-1

    if VOL < -100 set audiofade to 0

    There you go, faster than adding and setting up the actual plugin

  • Ah, OK. I didn't even read that intro, just clicked to go to the main game. And my biggest gripe is that people don't read instructions before playing. I am becoming one of those people.

  • Looks good. Good job overall, but you may wanna look into the name ( unless it was on purpose ).

    It may mean something different to some people and/or in some languages

  • Circle ignores the object's collision polygon if any, and for the purposes of Physics collisions considers the object to be a circle.

    That doesn't really tell us that much. Where exactly is this circle, how is it calculated? Does it use the bounding box then does the math to figure out the radius ( 1/2 of the width of the bounding box for example )? Or is it something else?

  • You can add a second set of points and let a car choose to switch or remain on its current path to that set when at intersection. That will give you more variety

    The rest of the logic should be the same, just switch from pointA to pointB path

  • A bunch of invisible sprites all over the roads then set cars to move to those and turn towards those.

    Every time it reaches one of those ( at an intersection for example ) make it choose another one that is straight, left or right and move toward that one.

    Then each car can choose these. Avoiding car collisions will require more thinking, depends how far you are willing to go with it. May be faster to use timelines even if you have to do one for each car.

    I am wrapping up a top down racing game, so I do not have to deal with intersections, but creating realistic car AI where cars moving at different speeds go around each other and behave realistically if they do crash into each other is not something you can do easily.

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  • Do you know which one performs better: sprite-fonts or text-objects?

    Never tested it, but for me text objects are a no go at this moment. I don't really need to display a lot of text in my games and since in my case text objects cause crashes I see no reason to use them.

  • Not sure if this helps you, but you do mention text objects.

    I have had about 5,6 games where it was definitely text objects causing crashes, from game not loading ( black screen ) or going into a couple layouts only to crash or just remain black when reaching the main game layout.

    In almost all instances removing text objects that were on screen resolved the issue. I just had a game do this today. Worked fine, then I added a text object for some debugging, black screen, remove it and again all was well.

    I only use sprite fonts now.

    I have to add that all of these games are done in Construct 2 and only exported via Construct 3 using runtime v.3. Construct 2 exports work fine.

  • Why not. That is the standard way of doing it. Figure out which platform they are on, then if abs(enemy.X) > platform.Width/2 reverse direction. may need a little offset, a few pixels so they do not fall off if they actually go over the edge

    abs(enemy.X-platform.X) > platform.Width/2

    With Construct you may need an instance variable on enemies to set to this calculation

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BadMario

Member since 3 Sep, 2015

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