GeorgeZaharia's Forum Posts

    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...

  • 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"

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  • 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.

  • Since notch area detection hasn't been working for years does anyone have any tips for designing mobile games when we don't know how much space notch takes up?

    u can't detect the notch usually at top... for 1 reason... the screen is actually a rectangle... or square or whatever... it doesn't need to have a "code" that measures the middle hole or the camera overlay on top. think of it as a "workaround" solution but for hardware. so since the hardware is a rectangle and the code says is a rectangle there isn't much u can do code wise or detection wise... what u can do is adapt ur content and don't put important things to display in a 50-100 pixel distance where the notch is... so lets say u got a topheader with coins info etc... move it a bit downward... and that is that. for example i got a motog8plus has front camera straigh in middle top... all software/apps i have installed have the "breadcrumbs" info on left and right of it... nothing in middle. now problem will be when u have mobile phones with front camera in left or right... but then again those have to be "manually" declared in ur GUI code. and basically have 3-5 sets of positions for ur content based on the device loaded.

    depends which phones notch u trying to adapt ur code for or graphics. there are a pletora of devices some weirder than others... not to mention the folding ones nowadays or the 4 screens front and back... ufff... u can however detect the edge of screen... which usually is at the very edge visible of the hardware screen. so based on that u can add or subtract spacing.

  • Oh wow didn't knew they have this type of thing.. im just using #fff for span,li and a in css looks decents, just a few elements in pink, rest contrast wise easy to read on black background, i only use dark mode. i don't like the all white thing, is way to luminous for me...

  • > browser things the HTML Element object with custom HTML and CSS may never be portable.

    >

    I think this is quite an (additional) important point against requiring us to use HTML/CSS for UI systems. Most popular C3 commercial games are ported to console thanks to those 3rd party companies but soon it might be impossible to ever port a C3 game to console if the whole UI of the game was done using HTML/CSS.

    And this is only one of the less annoying drawbacks with going with a HTML/CSS-based UI solution for C3 as we talked about recently

    https://twitter.com/OverboyYT/status/1638952637315047424

    (which is also why i think we need built-in UI features and they could be Hierarchy-based construct23.ideas.aha.io/ideas/C23-I-78 )

    if you targeting consoles, best practice to do your entire game in Javascript, visual and all... that way you can have one streamlined code...JS in this case 100% if possible. and when u go to a 3rd party they just replicate what u did in JS in C++ or C# which is usually used in consoles.

    there could be a work around, a built in function that converts Js into C# or C++ however we talking about years of development (considerable ammount of investment time and money to build a "native" C3 exporter to consoles) and the maintanance for the code is just insane... especially if u using libraries etc.

    And let's say Ashley and the team manages to do it... it will be another feature... that the product has which requires coding skills. which defeats the purpose of C3... being a visual "scripter" drag and drop events and plugins. It's just unfeasibble atm. Unless Consoles start to adapt Html5 or JS, is just a early mismatch. Soon in a few years they might change stuff in consoles. but till then... 3rd party solutions.

    This is a issue since Construct 2 or classic days, a known feature that has potential is just the technology in consoles is moving slower than Construct itself.

  • After making some modifications, I've tested the functionality on my mobile device through several openings and closings, and it appears to be working properly. However, there is still one issue that needs to be addressed - when opening the screen, it briefly pops up and then disappears.

    Here are the specific lines of code that may need to be adjusted to resolve this problem:

    it's the reset of global variables... something loads before that triggers some values... then the event sheet start of layout"reset the global variables" happens. so between this loading and start of layout u get ur glitch.

    try to place the "reset global variables" in loading screen before entering this eventsheet. like in the menu or on the "preloading screen" since u reseting global variables which are available through all scenes it should think the "ghost pop" when u load the gameplay. or atleast logically should work... but that isnt 100% when coding lol ... goodluck hope this helps. And Happy Easter if u you celebrating.

  • I did, but the screenshots still capture different areas of the sprite based on the size of the device the screenshot was taken with and not the entire sprite.

    Any other solution, please?

    hmmm... its a scale issue then... try scale the layout or canvassnapshot size if possible... i remember doing this a long time ago had a similar problem, but it was all about position and layout/camera scale... which i know sounds counterintuitive but won't affect ur sprite size quality or atleast wasnt in my case.

  • Nothing has changed, to be honest, and now it's not showing on the screen at all.

    But it is a good field for experimenting and some new possibilities for me so thank you very much.

    Just in case here are my lines.

    see order of events... button press needs to happen after key checks and all.. almost at end ... for me it disables and enables a big red sprite if u open the example i linked in google drive ul see it works. but if for u doesnt there might be another event sheet interfeering with it.

    what i did on my end to make sure i do save and remove infact the key... i added a text to display the global variable when changed like a lil debug on runtime. if ur global variable changes and ur local key is working... then is probably a layer/invisible/opacity issue on ur default state of sprite? or layer?

  • try this example let me know if it works for you. it works on my end.

  • When I load my game using the system save/load, I have an event that creates a black tilemap that will fade out.

    So...

    On load complete, create tile map, fade out tilemap.

    This should create the effect of a smooth fade in effect.

    However, there seems to be a single frame where the game is loading before the tilemap is being created.

    So I see the level for a frame, then it goes black, and then it fades away. Rather annoying. Any idea how I might resolve this?

    to me it seems its a event trigger issue or missuse of fadeout, not a tilemap issue... can u replicate the same "condition" in a empty project? and share it? something happens based on what you are saying, that u are triggering the "save" before or after setting the fadeout action so naturally the save function save everything as is at that moment, if ur tilemap is partially fading out, you will see a transparent image when u load or the state the tilemap had as opacity.. it makes sense... if this is the case.

    personally i would save after the tilemap is created... so its in screen at 100% opacity. not after is created and set the fadeout. and give it a "wait 0" or wait above actions to finish. is a C2 trick... not sure if still applies in c3. but usually in C2 we have this issue of actions not taking effect properly cause to many actions are triggered in same tick, and if u get a frame drop... oh well lets say hell goes loose.

    however this is a bit flimsy depending on the save load function to make things work properly.. i would do a workaround and on start of layout create the black image regardless of the save. whenever is loaded or quiting game that image should pop alone like a global event. independent of the save state.

    not sure at this moment if save function affects other "included events" if it doesnt.. that might be a solution do ur black/fade in out screen in a separate event. or layout load that layout first then transition to the new one... is probably not what u want but it's a "patch" as long as it gives the desired result... end user won't care how works behind the scenes.

  • Guess it’s better than nothing. My main complaint is its solution didn’t give something working. You had to modify it a lot.

    At least the formula was probably useful. It basically is a way to move by an angle and it is one of the main uses of trigonometry for games. But then again construct has the move at angle action which could be used instead of the math.

    The problem I see with more complex problems is having to see if the solution is correct. If you have to modify it heavily like removing the angleToRadians expression and such then it’s not helpful.

    But I can see the value of it giving some ideas of where to maybe start.

    yes, thats the whole thing, i think the confusion of the code... is based on how well u ask it things, for example i asked to give me a code to loop create a flower pattern using sprites and it works just copy paste. as long as u follow its steps. however in my 1st cueball test cuestick.. i noticed it mixed some Construct3 parametters in construct2 which is what i tested it on. so im guessing C3 being latest version and more documented might actually a better fit for asking things for it. but i remember early days of me trying to learn and find information in construct forum... dont get me wrong is a great community and source of information, but is so much time consuming to just get a reply while meanwhile, in my case 5 years ago i was sitting idle hopping someone would reply to my question. this thing puts u on a "road" even if slightly wrong, it gives u a direction fast enough so u dont sit idle on the project ur working. to me honestly i wish i had this when i started using Construct 5-6 years ago.

    i did the creation tests and also a Q3D master collection test code review and it actually works... even though it does say wrongly or in lack of information i guess "use the worldXY" the worldXY inQ3D is not defined is just regular XY... we do have a xw but is not implemented or is for something else.

    and yes i did modify it a lot cause my question was wrong... i asked for the cuestick to set its position around cueball... i didnt ask it specifically to use the mouse position as a reference so it didnt knew... later in the same chat i did asked more details like "can u modify it so cuestick follows mouse position while looking at cueball" and then it give me the actual code but again with wrong parameters using radians... which isnt a big problem cause construct just has the angle(xyxy) and i modified a few events "removed them" cause it seems chatgpt doesnt know that u can have multiple actions on the same "everytick condition" + i kept his "set position to cueball" which is redundant since the position gets updated again later on xD