dos88's Forum Posts

  • So I am trying to lower the speed of an object all the way until it stop, I have been trying to use Lerp to lower the speed from 400 to 0 progressively but I just can't seem to get it right :( Can anyone help me out ?

    lerp(object_Bomb.isTurret.Speed, 0, 1*dt)

    I just set the acceleration of the object to -100, which works perfectly as I need, except that for some reason I can't check "if bullet acceleration" in events.. Which doesn't help at all xD

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    The engine can be used to make ads(optionally one file), of course it can do small exports.

    Nobody really cares what the export size is for desktop anyway.

    C3 runs on any modern computer so long as it runs a modern browser.

    That's true cross compatibility, not "ehh it might work on Linux, have you tried Wine?"

    Check the release log, then look at the other engines logs.

    Unity, yep, the others... not so much.

    Sorry, but if you were to say that C3 isn't for hobbyists, then I would have to agree.

    Then again I can't expect people to develop it, and have it be free, because I don't expect the developers to be hobbyists either. They did that, now they don't. They quit their day jobs.

    I also agree that deving without an existing income is next to impossible.

    Gamedev sucks. Don't do it if it's not all you think about.

    Anything exported with NWJS is not going to be small, so again, I don't really know where you are getting this from, maybe it's just me but I like to make my platform executables small. after you said this I even went to the free trail and exported one of the sample projects with like 3 sprites on screen and ended up with a 100+mb file. . (this is because it complies with a browser)

    True, C3 runs on browser, but again lol, it will never be on the performance level of native compilation, I really don't know many game engines that don't have cross-platform compatibility these days ( imgur.com/gk8Gn36 ) <- directly from the godot engines website.

    My point was that if something like Godot can be 100% completely free with no catch, have complete cross-platform capabilities, native exporting & 3d support then C3 is charging $20 a month literally just for the event sheet system and that's all.. (that.. I would happily pay that for the same features)

    C3 is updated pretty often, but are these updates substantial enough to compare with other engines ? imo they are not. (also, take a look at the Godot github, it's updated like every hour, you just have to compile the engine yourself which really is not that hard)

    I don't think game development sucks at all lol, in fact I love it or else I would not be here commenting on game engines of all things :p But I do agree, don't do it if it's not all you think about.

    Mmm, i'm still not convinced that you own what you make in C3, if you don't keep paying you loose it all, that's rent to use not make to own..

    I am not sure what you mean, you are saying that C3 is not for hobbyist ? who's it for then?

    I guess hobbyists don't really need the ease of use Construct provides.

    Or the small export size.

    Or the cross platform abilities.

    Or the weekly updates.

    Or regular bug fixes.

    Or the not needing to know friken code.

    Gee it's almost like we're paying a premium, for things you can't get anywhere else.

    What are you talking about ?

    Besides the coding part lots of other engines/frameworks do this..

    Godot.. Love2D.. Clickteam..

    I'm not sure where you got small export size from as you are wrapping your game in a stripped down chromium browser, the size will never be small, or even come close to the runtime and/or performance of native compiling.

    Again, Godot, Love2D, Clickteam, Gamemaker, Unity, Unreal etc.. etc.. all have cross-platform capabilities, you must not have researched or even bothered to try any of these ?

    Sorry, but Scirra are not the only ones who do weekly updates on game engines lol, this should be obvious..

    ^ - same for bug fixes . . .

    If we are going to go with the ease of use for a hobbyist, shouldn't it be I should use whatever is completely and totally free because I probably work a 9-5 job and can't spend $20 a month on a game engine lol.

    I will restate though, you do not own your own game, what you make in C3 is not yours if you do not continue paying, this is what really turned me off of C3 or tbh I would be using it right now.

    As for the programming part, yeah I agree with you I hate to code, long, tedious but well worth the time & investment to actually understand how your games/software actually work on a base level.

  • Ugh. . . The coolest event system I have ever seen and now your going to kill the desktop IDE and still no native compilers. . . Come on.

    Is this engine just a pure mobile/web engine now ?

  • Still can't figure it out.....

    Bump.

  • Still can't figure it out :(

    Bump.

  • Not sure where to put it haha

    I tried these two different ways but I figured the whole reason for the playerid is not equal to the host id was the entire point.. Still can't get it to work correctly. :3

  • I have been playing around with multiplayer here for a little while now and I am trying to get some multiplayer grid movement working based on an example bought from the store, but I can't seem to set it up so that it see's individual player movement, instead it moves both or all peers all at the same time regardless of which client is which lol, can anyone help me out ?

    Here is a gif of the problem I am having.

    gph.is/2SfrFRG

  • I'm a bit confused, are we not already able to turn off high-dpi scaling in the settings on our C2 projects ?

  • I keep having an issue where my image points keep getting rounded..

    I used to be able to simply set say for example x 1.5 y 1.5 but Now if I try to set a decimal to 1.5 it just rounds to 2... Is this a bug or am I missing something ?

  • If what you're trying to do is create and edit a player's individual "sacrifice" bar during gameplay, you need to add PeerID's to the objects belonging to each player, add those values when they connect, and then pick, by comparison of their PeerID equal to that of the peer sending the message, them when you need to check or modify a value associated with that player's instance of the object.

    I am attempting to have 1 bar update for all users currently connected as well as when new players connect have that bar update. For example, if peer 1 adds 10 to the bar and peer 2 adds 5 equalizing 15 and a new peer joins I need the bar to update to 15 for the new peer.

    It's meant to be cooperative, so that all peers contribute to the bar itself and when a new player joins he needs to be updated to whatever the bar is currently at.

    [Solved]

    I just got it working, may not be the best performing or the prettiest to look at but it functions the way I need it to at least for now. I used your idea for the comparison and stuck it under the host side after the peer is created. I did not have to use the peerid thing :3

    So my issue way that I had the variable being updated from the individual peer and not the host which is what I needed, so now the Sacrifice variable is automatically updated for all peers currently in the room and all those who join in. Now I just need to figure out how to auto update the sacrifice image bar itself in the same way, it does update after a player adds to the sacrifice variable though.

    [Final update to this post.]

    Figured out how to update the image as well

  • So I am trying to have 1 object & 1 objects instant variable sync for all peers who are currently in the room and update for all peers who then connect.

    Here is what I have going on right now.

    I can get it to work for individual peers but I can't seem to have the variable & the object update there current status for all currently connected peers & new joining peers. e.g the first peers adds 40 to the variable, a new peer connects and automatically has that variable updated to 40.

    Any help ?