BadMario's Recent Forum Activity

  • This may be a problem ( maybe somebody has a solution )

    Hope this will make sense

    Even though you only have 2 characters fighting at any given time, the way Construct is set up and how you select players all of the other characters will still be in the same sprite and have to be loaded in RAM.

    I usually have one sprite called Player and each character and all its animations will be appended a number like walk0, walk1, walk2 hit0, hit1, hit2 and so on, and a global variable called selected will be assigned those numbers 0,1,2,3 depending on which character is chosen so when doing my events I only need to use a single event for all characters Player > play animation "hit"&selected.

    Of course, you could have each character as its own sprite and/or spread them over a number of layouts, but with Construct how do you trigger animations without having events for each sprite. It is much more efficient if everything is in a single sprite, but then you may have memory problems of course.

    With Flash it was easy, just because you could rename sprites on the fly. Player > play animation "hit"&selected would still work with any sprite/character, because whatever character you select gets renamed to Player

  • I would have a variable called all = 0

    Then you can have a for each loop ( for each physics object )

    Check Y and X velocity of each add them up ( use abs() so it is always a positive number ) and when below ( just a guess ) 10 it counts as not moving and if so add 1 to all variable. Just under the loop reset all variable back to 0

    Now if you have 20 physics object and they all register as not moving, that all variable will reach 20 before being reset, so just before resetting add another event/sub-event, if all = 20 do whatever you need to do when they all stopped moving.

    Depending on your game you may need to keep track of X and Y velocities separately, You can use a number higher than 10 or lower, you can decide after a few test runs. I just checked my golf game, I use < 10 for X velocity and < 0.2 for Y velocity and if both are met trigger not moving.

  • I tried these same games in the latest stable version and there it all works, more or less, as it should.

    These are Construct 2 games imported into Construct 3 and using Construct 3 runtime

    ---4 of the games tried did not load while using remote preview, just get stuck on Construct logo and bar

    ---Touch object's on Tap triggers when it should not

    ---Games that did work with remote preview had no particles created on android phone, but when previewed in browser on PC it worked fine. In this case particles and bullets or asteroids were part of a container. I create bullets or asteroids when necessary and particle trails should be created at the same time, but apparently they are not.

    Same problems if actually exported and uploaded to a web site or if debug APK created.

  • I am pretty sure Newgrounds gives you a % if they put ads in or on top of your game, but you have to sign up for that, or they have to offer it to you. I did get an offer a while back, but I declined. I preferred to use my own ads or just no ads games with links back to my site.

    If you are talking about ads around your game, well, it is their site, so I don't expect them to share that

  • 90% ?

  • Why Adsense and not another?

    Because Google is 99% of the market?

    There is an admob plugin and Facebook instant games plugin already for mobiles, for that exact reason.

    You have to admit that this is a good question. Construct is HTML 5 technology, but has no support for HTML ads, but it does have support for mobile ads.

    There are really only 2 proven players here ( web games ), Google and CPM Star

    At its peak I was making $100+ per day with CPM Star ads within Flash games, and by peak I mean a period of about 18 months.

  • That is a very different thing. The way Flash games worked, you make a game, put in some more games links and CPMStar ads and give them away for free, then make money from ads and visitors to your site from more games links ( which is where adsense comes in ) and website/publisher gets a free game in exchange .

    For web games this is still the way to go.

    There are a bunch of sites/publishers who will take your game and put their ads in it ( I am guessing adsforgames ), then do the same thing ( distribution ) and give you a % of ad revenue. Problem with that is no more games links in your own game, so basically you're giving them your game for free in hopes of making some money from their ads and you have no idea how much they are really making and paying you.

    If you have something like a CPMStar plugin, you do the distributing yourself, make money from those ads and you get visitors to your site via more games links.

  • Well, Scirra has admob/mobile ads plugin, so it's kind of absurd that they don't have anything like that for HTML5 games Why not a CPM Star plugin which was the main ad provider during Flash days and it worked extremely well.

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  • Using Construct 3 to build debug APK files seems to work fine, but with one of my games I would prefer to export it from Construct 2, recompress images myself and then upload to build server, is this possible?

    There is a good reason for this. #1 Construct 2 export uses about 450 MB of ram compared to 650 MB if built directly from Construct 3. Also I can get the final file to be a 20 MB download instead of 40 MB when exported and built directly from Construct 3

  • I guess you will have to use scale. set a variable called zscale set it at 1 and set scale of your bomb to that. When you throw it up scale will increase, then after a certain point start to decrease ( use gravity variable set at something like 0.02 )

    So it would look something like this ( you will have to change numbers until it looks right, I have not actually tried it in a top down game )

    After bomb thrown set power to 0.1

    zscale = zscale+power

    power = power - gravity

    bomb set scale to zscale

    Set limits so when zscale gets to 0.5 or wherever you want ground to be it bounces back by

    if zscale<zscaleminimum power = power*-0.9

    For direction of throw use angle of throw to set x and y direction. Similarly set xspeed and yspeed to increase like zscale and instead of gravity slow it down via drag variable, or something like that

  • As somebody who has run into these memory problems on just about every single game recently, I could chime in.

    25 MB is nothing to worry about. I even have a game around 400MB ( in RAM ) that works on iPhones with 1GB of memory, but that is cutting it close. Had problems before adjusting a few things.

    Weirdly a couple of other games ran into problems when exported using Construct 3 ( both using runtime 2 and 3 ) even though they were between 100 MB and 250 MB. Changing the background image from 2500 x 1200 to 2048 x 1080 fixed it, but anything under 4096 x 4096 should not be causing problems. There were problems even on Galaxy S6 which has 3GB of memory.

    If you are only using Construct 2 and keeping it under 200-300MB seems things should work on most phones.

    If using Construct 3 exporter thing seem a little unpredictable. Have no idea if that is because it's a Construct 2 project exported via version 3 that is causing problems, or simply Construct 3's spritesheeting which works differently.

  • This is actually Outrun and does not use mode 7.

    There is/was an Outrun plug in for construct 2. have never used it and have no idea how it works, but example game looked better than this. Maybe somebody knows where to get that plug in.

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BadMario

Member since 3 Sep, 2015

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