BadMario's Recent Forum Activity

  • It's not possible, but you can fake it as dop2000 suggested. But, you don't need a plugin for this

    Get the time and date at regular intervals while game is being played and save in local storage ( every minute or so, because you don't know when a player will quit the game ).

    Then, the next time game is started get the time and date as soon as it starts, then load the last time and date saved in local storage, and subtract that from this new date. Then just award number of points per each minute, hour of difference, whatever your want. Of course you will need to convert time and date to hours or minutes, depending on what you want to use as your unit of measurement

  • [quote:27swni7c]GooglePlay plugin is only for web. Not for mobile. (I know, it makes it pretty useless)

    Does it work on mobiles when playing html5 games? If it does than it's far from useless. You don't have to upload to google play or apple store if your game already works without that.

  • Unless Construct 3 has some real bugs that will prevent you from making the game you want, go for Construct 3. That is where future of Construct lies.

    But, right now it does not help you make better games, that is why I'm still on Construct 2. No need to switch to 3. ( hey, like I've said before, make my life easier by adding a working adsense or adsense for games plugin and you have my $99, by the way an experienced javascripter could code that in 2 days, so really what's the holdup? )

    Trying those free versions is always a good idea, but considering their limitations I doubt you will be able to tell the difference ( other than the general feel of each ) . You can't really find major bugs until you have a fairly large project and start exporting things.

  • Maybe there is, but I don't know about it.

    I just add a new animation and delete the old one ( instead of deleting all or almost all frames one by one ).

    And yes, if it isn't us who are nuts and just can't find it, than it is nuts.

  • [quote:3u66hr0i]And you better have a lot of patience: a lot of stuff can be done with C2 just like you can dig a hole with a spoon, it works but so inefficient.

    Really?? To me it's more like eating soup with a ladle, much faster than it should be. I think Construct is quite efficient at least if your aim is to export HTML 5 games. I don't really know, nor do I care about desktop and mobile options right now, you can play HTML 5 games full screen on mobiles anyway, without installing anything.

    They should make sure google ads can be easily displayed within games, that is missing and is the most important thing they could do, but seems they don't care about it. So far that is my only gripe ( to lazy to code it myself maybe, I'd rather spend time making actual games ).

    In the end, don't fall in love with any engine. Just figure out what works best for your particular game and go with that. Imagine your final product, then in your head work slowly backwards and see which engine will cause you the least problems at each step of your development.

  • have an on-start of layout event and put this group there, but make cure it's active

    then right after that have a sub-event that deactivates it

    That way everything should execute before being deactivated

  • I do it with:

    if animation frame = ( end frame of your animation's attack hit here ) and overlaping enemy = true

    end frame because that is usually end of hitting or stabbing motion animation, but if you have a more complex animation you'd use whatever frame the hit/stab happens at.

  • Isn't this completely counter intuitive. Everybody would expect a single tap to result in a normal jump and double tap to result in a double jump.

    Unless this is some reverse gameplay thing, to make things tricky for players, it really makes no sense to have it this way.

    If you really need to have it, then start a jump on single tap, then if no second tap within a second ( or whatever time ) just jump again from current position for a second jump. If player taps again nothing happens ( so gravity brings him down after the initial jump ) and you reset tap count to 0.

  • You just need a global variable called score. Then you can display it in any layout ( for example Text.Text = score

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  • Unity does a lot of things for you and you don't need to know C# or javascript to start developing a game with it. One can take a few days to go through tutorials, get the basics down ( C# syntax and Unity interface ) and start development. Then learn the rest as you go.

    Now the question is whether you really need Unity if you are not developing 3D games

  • No, currently don't use any of those game distribution sites. I distributed a couple of games myself, basically by emailing 4-5 bigger sites, and it went OK. These are just your regular portals, not the ones that distribute games to other portals.

    Problem with Construct games is you can't just ad CPM Star ads anywhere in your game like you could with Flash games ( I'd have a pre loader ad, and end game ad on the side, so it would not disrupt gameplay.

    The whole thing sucks compared to Flash days, so a different approach may be necessary.

  • I am curious too about some of these game distribution portals that share revenue with you. They only give you 20% of ad revenue in some cases which seems low.

    In Flash days I used to get over 3,000,000 plays each month and kept 50% of revenue with CPM Star.

    If Scirra paid attention to what really is important ( incorporating adsense into HTML5 games ) then we could have something like that again. If not, as soon as I have enough games code my own, ( or pay somebody to do it for me since I am not really a javascript programmer ) and create my own game distribution portal.

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BadMario

Member since 3 Sep, 2015

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