DozeMaster's Forum Posts

  • you can import any video and use the video plugin .h264 to play it. no need to convert it.

    However when you play videos using the .h264 you need to take in calculation the platform users will use and if that platform is compatible with the codec and the video format. for example playing webm files wont be compatible with safari and apple devices. jus stick to mp4 files or avi

    if the files are to big, just reduce the bitrate of the video in a video editor (Premiere for example.) usually a min 1Mbps/2Mbps Max bitrate video is usually enough for majority of files, keeping the video quality intact and frame rate( unless you are trying to use some 4k or 1080p complex video then quality is noticeable. When i say complex i mean lots of stuff going on in it. if the video is a simple video, like a man talking with no action in background or 1 object moving with not much of environmental lights moving around, then your safe reducing the bitrate.)

    example of same file with reduced bitrate 1-2 MBps bitrate 1080p quality same in this one being a simple video ... white background 1 colored character around moving. if we where to add some crazy lights then frame rate would skip and pixelation would be a lot more noticeable. <- size 20Mb

    original file at 10-12 Mbps full 1080p <- size 40 Mb

    but this is a .mp4 example .avi has more weight... the .mov files are as close as light as a webm just they dont play well with devices unless you got quicktime installed. .webm files are mostly incompatible with some of the apple devices as mentioned above.

    size of the same video above on all formats would be around :

    .webm 10-20 mb -noticeable behavior of .webm files played in firefox... they are flipped on vertical axes for some reason and sometimes take 1 to 2 seconds to start playing.

    .mp4 20-40 mb

    .avi 100-200 mb

    .mov 40-80 mb

  • Hi there,

    Do margins serve two purposes? These purposes being the space around the project space and how the viewport moves with scroll to?

    just the space around editor layout i dont think it affects scrolling at all.

  • in theory yes, keep in mind that Teams fusion is more of a construct classic type of engine, some math calculation might need adjustments on C2.

    for example in C2 we dont have anymore X("player") we have player.x which is more logically correct.

    but yes should work. look at the tutorials section above in the forum menu pretty sure youl find some capx examples.

    check this tutorial

    in addition to that, you might try this plugins which will help you a lot considering a isometric game isn't something simple to do. (helpful plugins for grid movement games.)

    or you might want to actually follow the C2 isometric tutorial

    Subscribe to Construct videos now
  • Try it out for yourselves: link

    Amazing, im interested in the collisions only which is much faster and correct than i ever experienced with C2.

    Hope you can finish this! Keep at it! il buy it even if its premium released!

    The cpu utilisation is a bit high for 200 objects (maybe because is still a WIP? or that isn't the cpu in real time? i see 1% being stuck there.) usually those objects use around 0.02% on my pc.

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  • why dont you buy the template? for 100 bucks i mean... is for sale...

  • this looks very promising, tell me you have some alpha/beta for people to use!

  • Holy crud, where have i been?? when was this released? IS it complete and bug free or an alpha?

    more of a beta i think! https://www.construct.net/ro/make-games/releases

    personally im waiting a R200 atleast before i go into it!

  • you can use the bbox top and bottom of the standing truck, and measure between angle of those positions its a bad solution though to play with angles. better use distance.

  • Okay, Thanks a lot !

    The game is free just I am using ads.

    ads are a income this days, so copyright is needed!

  • Yes its a must if you intend to make money with it! if you dont intend to make money with the game, not so important.

  • Good job!

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  • Hi guys,

    This are some various tests and examples that im doing from time to time! hope it helps you all!

    line creation based on random points (something i was trying to achieve when i was testing the audio waveforms and road creation)

    Circular movement between 2 points

    A to B using Qarp some request from a few months back that R0j0 helped i think on it! was requested by a member that wanted to do some football type of game and couldn't achieve the arc trajectory of the ball

    Simple drawingusing Sprites and a few variables.

    using Tonejs.API for keeping the audio analyser effect, and some of r0j0 solutions with some inline scripts, i managed to pull up together a simple capx, that reads the waveform of an entire song/ogg/mp3/ and i think even videos with sounds and then using a bit of C2 basic expressions and some number playing creates a road/curved line on peaks and bass beats! keep in mind this example requires ToneJs.API u can find in the forums.

    Music Example capx is rudimentary commented since wasnt meant to be shared plus it's just a old test. useful for those who want to make a rhythm game like audiosurf or other similar games like ride your music. with a bit of tweaking it can read even soundcloud live feed and youtube feeds.

    Edited : More fast paced and with waveform creation based on song length/duration.Music Example v2 duration calculation its a bit offset instead of *10 multiplication it should be *31 or around there.... since we space the lines more.... it seems to depend on (songs length) not length but songs bitrate/?Mhz the more Mhz or quality the more audio samples therefor creation is longer even though the song length is the same so if you calculate the sample rate, then you can split the bins accordingly to the length of the song properly.

    more to come!

    Folder with all my test capx files (C2 only / not sure if they work with C3 also didn't tested.)

  • you sure you assigned the WASD keys for the right sprite?

    it should work no matter what event u already have in C2 the WASD will overwrite the movement or other events if its placed at bottom of C2 eventsheet.

  • move forward (distance(self.x,self.y,arrow.x,arrow.y)+(60*dt)) at angle angle(self.x,self.y,arrow.x,arrow.y)

    see if that works