dop2000's Recent Forum Activity

  • Put all these sprites on the layout, and destroy them on start of the layout. They will be loaded into memory, and there will be no lag when you create them in runtime. (But there will be a bigger delay when the layout is loaded)

  • You can easily prevent this - instead of "Pick nearest" sprite to touch position, use "System pick by overlapping point" event. Pick the Big sprite that's overlapping point Touch.XAt(loopindex, "HUD"), Touch.YAt(loopindex, "HUD").

    You may want to make the collision area of the Big sprite slightly larger than the image.

  • Sorry, I didn't try to understand your code, there's a lot of it.

    I have a simpler demo of twin-stick, take a look:

    dropbox.com/s/rrpxnmer3gwhl88/DoubleVirtualGamepad_v3.c3p

  • I surely hope so..

    I was also testing IAPs today, made a closed track release and registered a tester account, but still got charged real money. You never know with google :)

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  • I have another question - what does a test Admob ad look like?

    I have enabled "Test mode" on the plugin, and the interstitial/rewarded ads are shown with a small "Test ad" caption on top. But otherwise they look very much like live ads! One was a playable game ad and when I clicked it, I was redirected to Google Play to that game listing. Another ad was for medical training courses..

    Should I be worried? I don't want to be banned by Admob for clicking on live ads.

  • Nah, all enemies should share the same obstacle map and you don't need to regenerate it for each new spawned enemy. So there is probably some other mistake in your code. It would help if you could share the entire project.

  • I usually do this:

    Array Push Back value v1 on X axis
    Array set value at (self.width-1, 1) to v2
    Array set value at (self.width-1, 2) to v3
    
  • You don't need 3 "regenerate" actions. Just one is enough. And like I wrote in the first comment, regenerate finishes on the next tick, so if you order your enemies to find path immediately, they will still use the old obstacle map!

    So you need to do this:

    Regenerate obstacle map around Wall
    Wait 0 // this means "wait 1 tick"
    Enemies find path
    
  • There is a converter for plugins, but it only makes runtime 2 version.

    You should search for correctly ported C3 plugins.

    Here is a collection of ported plugins for Firebase:

    github.com/erenertugrul/construct-plugins/tree/master/ported_plugins/plugins/rex_firebase_pack

  • In this case, on both monitors 8.1.

    What browser are you using for previewing? It doesn't look like Chrome, Yandex browser? Have you tried Chrome and Firefox?

  • I'm still trying to understand the difference between the two.

    The difference between the two what?

  • That's because you are removing rows from the array, but still selecting random(0,9) index. Also, don't use round() with random, it causes non-uniform distribution of results.

    Change it like this:

    Set randomNumber to int(random(0,QuestionArray.Width))

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dop2000

Member since 26 May, 2016

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