BadMario's Recent Forum Activity

  • The actual sound file will have to be a loop, meaning should loop perfectly and when you play it in Construct set it to loop.

    You may want to try to read up on positional audio too, so it follows your helicopter

  • You may need another variable if what dop200 gave you does not solve it completely, call it lastX

    On any touch end > set lastX to Sprite x then use Else after your is in Touch event to set Sprite.X to lastX

    Or if it still snaps left use every tick > set lastX

    Also,set lastX to middle of screen at the beginning of the layout or where you want your Sprite to start the game.

  • Like I said there is no point.

    don't ask stupid questions to divert the attention and we can focus on the original topic.

    I did not ask a question, stupid or otherwise, it was just a comment. But OK, keep ramblin' on

  • I typed a reply, but there is no point , so I deleted it.

    Original post asked about limitations people may have encountered with version 3. Let's stick to that and hopefully give him some specific answers, not general meaningless ones.

  • Most problems here are related to either HTML5, Exporter or other things that have nothing to do with the editor or the pricing.

    I hope that is not the case, because if that is the problem the whole thing falls apart. What good is the editor if your final export has problems?

  • It's not weird at all. Bug fixes means bug fixes. It's quite simple actually.

    Some of us have a bunch of games that may or may not work better in Construct 2 and do not want to use Construct 3 for XYZ reasons. Whatever the reason, it is nobody's business really.

    Construct 2 is still being sold and bugs are supposed to be fixed. End of story.

    If I can import all of my 30+ games into Construct 3 without any headaches, fine I will do it, but that is not the case, and I do not use any plugins even other than whatever came with Construct 2.

  • Yeah, but as they say: "Only bug fixes"

    Google play, admob and other stuff not working are bugs, so fix them already.

  • Well, I have a game that scrolls a tiled background, each tile/strip is something like 2000 x 150, Some particles here and there and fairly detailed animations in my sprites. It all runs perfectly smoothly on my laptop and on my 3 year old Galaxy phone. Same on iPhones 7 and up. So, I would say it works.

    Only saw problems on 7-8 year old laptops or really crappy newer ones. Even there it is playable, but there is tearing.

    Now this is only HTML 5 export played on phones and laptops. I'm not sure why I even need APK or that other iPhone ***** when this works the same or better. ( yeah, I know, maybe some extra admob money if I get lucky and people find me on one of those ****** app stores ).

    And by the way, that "It just works" by Apple is 110% ********* Never worked. Now all PCs work much better, but early 2000s , not a single Mac user that I knew, that did not have serious problems, from freezes 10 times a day, dead RAM modules on arrival, faulty screens, and so on.

  • No jank on any of these examples, no matter how many objects I add.

    5 year old laptop ( but was the top of the line back then, so still pretty badass )

    Running win 8.1 / Chrome Version 70.0.3538.110 (Official Build) (64-bit)

    OK, I got it to drop below 60 FPS after adding some really unrealistic amount of objects, but it's more of a slowdown than jankiness even then.

  • How about placing an invisible object with physics ( immovable ) slightly under the water surface, so boxes will come to rest on top of that and half will still be sticking out. Then apply some minimal physics impulse or force ( at angle of -90 because that is up ) to make them move around a bit, so it looks like they are floating

  • Sorry I used loading progress because I usually use this when loading game.

    You do not need all of those variables only these:

    scorelimit

    score

    scorePCT

    every time you score calculate % by setting scorePCT variable to scorePCT = (score/scorelimit)*100

    and under that another action to set frame of object

    object > setFrame > int(scorePCT/10)

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  • pct = int(loadingprogress*100)

    someVar = pct/10

    object . setFrame to int(someVar)

    Just off the top if my head, as they say, haven't tried it , but it should work

    or shortened into one line object > setFrame > int((int(loadingprogress*100)/10))

    prob. do not need both int either

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BadMario

Member since 3 Sep, 2015

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