GeorgeZaharia's Forum Posts

  • I've created my main and in-game menus, and I can navigate them using the mouse with hover and click functionality. Now, I'd like to enable selection and interaction using a controller. How can I achieve this?

    Thank you!

    here is a example using keyboard u just need to swap the inputs of keyboard with the controller ones.

    i added also the controller/gamepad function now if the controller is connected will disable keyboard and if gamepad disconnected keyboard is active.

    might need some adjustments for gamepad inputs as i dont have one and not sure if will work properly. hope it helps.

    drive.google.com/file/d/1Gd6ocwDnS_hNcgZQYkUvI-9kkYge2XZX/view

  • Hi i might be talking out of knowledge, as might be a easier solution.

    But from top of my head, how i remember controller menus being done, is you have to take the inputs and lock the positions of a menu.

    for example on start of layout you have no input from the controller.

    then u prexx XYZ whatever on ur controler to get to main menu

    and there you should have a boolean that checks that user is using controler.

    if is controller then

    everytick check what user is pushing/pressing

    basically if i move up down on controller, then the menu items should turn "on/off"

    this can be easily be done by event coding.

    for example id do this with 2 global variables:

    1st) isController? YES/1 - NO/0

    2nd) menuIdState = 0

    lets pressume we have 5 menu items,

    (bellow items would be sprites with localvariables on them calling it "orderActive" = 0,1,2,3,4,5 etc)

    Continue Campaign = 1

    Start New Campaign = 2

    Options = 3

    Credits = 4

    Quit = 5

    then in events i would check for each sprite button above if the "orderActive" they have = with "menuIdState" which changes whenever i move up or down on controller.

    So if "up" was pressed on controller, i would set "menuIdState" to menuIdState - 1

    if the "down" was pressed on controller, i would set "menuIdState" to menuIdState + 1

    then on X press to select lets say

    i would check if Sprite.orderActive = "menuIdState" (any from list above) then go to screen layout etc.

  • nodejs plugin had a open folder type thing to have an app to load external audio on request and let users select their "audio" for specific reasons.

    in ur case thats what im thinking u want.

    i used it also for making a "winamp" clone.. worked fine for desktop, when i wanted to import "music" into a playlist.

    not sure how and if you can use nodejs export plugin thing for hosted games on browsers tho...like the HTML5 thing, but u can use html5 / javascript to do the same thing.

    you just code the same as you would in a web aplication in the script part.

    hope it helps.

  • if u dont want to use families, u can use frames in animations, and have 1 object with different frames, and use if mouse is over this object then set elevation to 2 if its not over this object then set elevation to 0

    as all ur buttons wont require to be individual items, its all 1 ... no more 1000 objects for buttons etc. 1 button doing everything.

    the only complex side will be in events. ul have to identify each button by frame number or local variable and check if user click the button with frame 1 or frame 2 then open shop or close the menu etc... is simple... and more eficient then famillies.

    but famillies are better way of doing thins if u really need to have multiple sprites/objects that are different.

    if u dont require different objects, u can merge them in 1 animation and use frame counting. dont forget to disable animation speed for the animations so the buttons dont change frames.

    families are more for "collision detection objects"

    for example i have a door, and i have a wall, and then i also have an enemy bullet.

    obviously i can merge the door and wall toghether... but then again if i want to animate the door to open close i need it to be another animation entirely or easier a different object.

    so u place all in 1 familly, and then u can tell ur player "if u hit this familly u dont move or u get hit etc"

  • u got to give the player a main position on a circle first, if its top down u can use the gravity "spin" around a planet tutorial that is like a decade and little over old...

    but basically u get a center point, and then for movement u just use X = circleCenter.X+cos(loopindex*N)*angle*dt

    Y=circleCenter.Y+sin(loopindex*N)*angle*dt

    i dont recall the formula exactly but was something like that.

    and to have the character move with it you have to disable the rest of position controls of the character, maybe a special localnumber or boolean on character, that swaps states from "walking" to "moving in circle" doesnt really matter the naming.

    as per "walking" u would enable ur regular controls

    if is not "walking" then it means he is in the circle states and then u disable the regular controls and enable the positioning based where he is at in the circle.

    or u can simply use Pin behavior angle and XY.

    but remember disable the other control methods before u pin.

    and will only work if ur circle is actually changing angles aka spinning if its a "spining animation" ur object doesnt actually spin so ... ur character will stay in place not doing nothing.

    see if this helps

    drive.google.com/file/d/1cdSxOkltTVxp6ONy7HkNeR0H5qLULayN/view

  • Just noticed that in the json columns and rows appear to be reversed.

    for example, if you edit a mesh in the editor the point will say 1,4 etc, but in the json this point will actually correspond to 4,1.

    this good to know. i remember something looked weird when i was fiddling with it also, cause the numbering was a bit "speshal" xD .

  • Happy new years everyone! 2025!!! how crazy is that uh?

    Anywhoooo....

    see if this cap3 helps u in any way... dont remember how i did that but is at runtime...

    construct.net/en/free-online-games/radar-chart-mesh-23203/play

    should be a download button on the page.

    hope it helps!!!

    as i remember all the mesh points are editable at runtime, and u can call them by their id i think there is some trick on the mesh ids as they arent like 0,1,2,3,4,5 but XY ordonance as a XY collumns and rows in an array ..... hope makes sense...

    as for colisions, i think the moment u modify the mesh points u also modify the collision points... is just the boundry of the image is set for screen as a rectangle there was some issue there ... but this file above is basically a re-iteration from the first tutorial of terrain adjustable collision mask from c3...

    Also i dont remember if the mesh ids work for sprites, it might be only available for tiledbackgrounds... notice the green image i used...

  • construct.net/en/tutorials/tetris-clone-construct-1006/page-3

    try this, i used it a long time ago to create a tetris blitz clone and even improve upon the new version thats on mobile store, but i never released... forgot where it was... but was 1 on 1 with blitz tetris from EA as cloning goes, and at its core was this tutorial.

    if u follow the tutorial ul understand the concept, is basically offsets over a grid layout. is a bit clunky... and convoluted, considering u can do the same with a array... but this is the simple visual way of doing it with overlays and offsets.

  • where do u call the data from dictionary? cause on start of layout u set everything in localmemory, but u never compare or call anything saved, u just save whatever is in the game which by default is 0 or default values u gave.

    order of reading events matters.

    also if u have another "on start of layout" above current one, might as well do a subevent under that ... but keep it under 20 actions or subevents... and give them time to load, before u do something.

    not sure if this got fixed, but i remember there was a issue with having to many actions and subevents in main event condition, and somewhere around 20-25 lines under same condition was were things started behaving weird.

    theres always blender and unity free of charge with limitations on some exports... there is also construct classic that is open source ... and if u had construct 2 u can still use it.

  • i think there is a plugin called herostats that does all this

  • Hey guys,

    the title says it all. Can Construct 2 or 3 create a text-based RPG like this play.google.com/store/apps/details ?

    Thanks

    that you can easily do using xml plugin in Construct 2 or 3 ... its just a matter of triggering stuff that matches in a list, if player clicks 1 we do 3 if he clicks 2 we do 4 etc... definetly possible.

  • I am wondering, if consoles already have browsers, why not HTML5 games?

    xbox

    You can, play them, but people don't want that... isn't about being able to play it in browser, we can do that already for a while... is about being able to native export to said consoles... sales... since those consoles don't work with in-game advertising.

    ud be limiting ur game to just browser users... but the sales... are in hardcopy/digital sales... so if u want a sustainable return on ur work and investment u want a native exporter. not sure if there are many console/browser games that are "pay to own" like on steam and other platforms... would defeat the purpose of having a price for a browser game which u can access for free no download... well.. u could start ur own store with membership monthly for ur games... but then again plenty of other stores/websites doing that already. not sure really im thinking at this now and im confused hahaha.

    one game that does well as a html5 game is cut the rope... but even that one the html5 version is limited. where the paid version aka "full" is sold digitally through their own website or other 3rd party stores... otherwise would take very shortly to ride the "viral wave" and cash on it....if it comes...

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  • Ok, txn for such detailed explanation, now I have to redesign almost every of my games because the notch area used to be able to be hidden and now it can't.

    glad if it helped, but are we talking about same notch area? im talking about the "space of front camera" which is usually refered to "the notch of the mobile phone"

  • simple fix would be to destroy the bullet once has travelled more than 100/500pixels.

    if the "bullet" sprite has the "bullet behavior" then u can use the compare "distance traveled" and trigger action destroy sprite if distanceTraveled => 500

    or destroy bullet if outside the screen that would be even easier.