GeorgeZaharia's Forum Posts

  • https://cdn.rawgit.com/flyover/spine-c2 ... index.html that demo looks sick <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    i always liked spine better then spriter pro ... which was way to overrated and complicated... and was creating a huge lag in its editor .. back when i was checking for a animations software

    why i cant remember this from 2013 ....

    to bad that doesn't allow to play frame by frame on custom controls... only allows u to set the rate speed of animation and change skin or animation in the json... u dont have that much of control over the images as with spriter pro .. its faster though loading that json animations .. for background effects ... trees moving etc ... will drop a lot of image information's <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> that needs to be preloaded awesome ... anyway both spriter and spine are awesome .. ... but for now im stuck at photoshop

  • you can use ur images to be loaded from an url... that way no images will be exported... but the empty sprites.. however... will kinda be hard to do an animations like that.. cause on each frame you will have to load a specific url .. but then if u dont have any animations (as in games) but you want to make apps... software functionalities and ul have only a bg and some effects around... that will do the trick ...

    not sure if u can load full sprite sheets in a sprite to be used as an animation from an url... never hit that wall

    can i ask why u want the images no to be exported? outside that "i want to manage the quality and size " <- never heard that one sorry XD i might be a weird one

    if u think ur png files are to big and to heavy.. you can try different software's as tinypng[dot]com . or using a hard compression from Photoshop exporting?

    just an idea ... dont want to be rude...

  • if your dragging ur object... or u have to touch ur finger on screen... set.angle to direction Touch.x Touch.y thats it .... or set.angle to angle(player.x,player.y,touch.x,touch.y) or ... rotate towards angle = angle(player.x,player.y,touch.x,touch.y) ... . no crazy coding needed

    the player.x player.y being the object your drag

  • the easiest solution... is the socket server or photon cloud .. u can create easy rooms etc ... but if u want future stability you want an Ajax based server that u can manipulate as you want.. increase its liability and power ... what happens with photon cloud services when u have 200,000 users? they l shut ur project down.. cause u need to pay per users online... its going to drain every penny out of u.. as for testing hobby is cool... but big user databases... i will say no... btw you may skipped reading the updated version of my post above.. found you a github agar.io source.. take a look at it how its done ..

  • http://c2community.ru/forum/viewtopic.php?f=18&t=6900 found this on the Russian community... however i know there is one here but cant find the download link try searching in the completed addons list

    also there is this post integration-with-photon-cloud-multiplayer_t70356

    and im guessing ur sudden interest in agar.io is because of the upwork project that pays 2000 for a agar.io clone?? you should not do it in C2. since agar.io clones can be found all over internet ...here is one unofficial.. clone on github its limiting ur options for future development.. and being a part of that thing ...

    however can be done with a server database create ur own normal server using Ajax with a custom script that saves characters locations... rooms made... etc ... and its done. you can rent a cheap server for startup so u will run 24/7 for a few months at a low cost... later on when ul have .... if u have 200,000 users at same time... you will need to spread the user loading trough a series of servers giving a smooth running ,(service which no photon cloud does for you for free or for cash... cause its to complicated and ul need Staff members).....but ul need more advanced knowledge in php and MySQL but its possible in the end

    keep in mind that anything that comes with complexity wont be easy... even if u use a easy to code program... at some point youl need actual knowledge or a skill set in something

    PS agar.io its a clone of another game... called Osmos..... which is more awesome... agar.io took the fun out ... of everything... and give it to kids.. to troll my opinion...

  • clauddia06

    Link to 1.6 beta-preview on the 5 page of this topc. But it does not work

    it says in the description of the 1st page... you need this behavior [quote:3b1h80oq]1.1) Since version 1.1 it's possible to create PNG-files out of Base64-strings. Together with Pode's behavior "Extract Sprite to base64 string" it's possible to save sprites to images.

    ..BehaviorPage

    then you need a file on a server... and wont work on preview ... you need to export to make it work.. upload it on a website... and add the file.php in the same folder .. but we need Joe7 to come back and update the plugin... he made it for r98 was it back in 2012? its r212.2 r213 version... maybe some parts changed... and also its confusing trying to solve the plugin to make it run... can this be inserted as an option or secondary expression in default system CanvasSnapshot? and be something like CanvasSnapshotLocation(x1,y1,x2,y2)? it wold be just easier.... then... will be also awesome to have the send CanvasSnapshot To Printer Action ... maybe im asking to much....

  • Thanks again for your help. I changed the version number as you said to 21202 and it worked.

    I was able to make it work and export.

    Thanks for your help. You saved my life! Have a great day.

    happy to help have a great day

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  • try disable minify script? see if works ... if not.. there might be a event sheet problem.. or a file in your game that will just take a bit longer to load.. which can seem to be stuck at 70% cause your bandwidth is to slow.. i had similar problems lately... was only a bandwidth problem for me... not sure on ur side

  • is this what you tried to achieve?

    if so the answer was half way there ... i just moved some actions you did on the button press

    you can also create a function and instead of duplicating all those actions just add 1 action to trigger 1 function then call the function when u want... and will do exactly what i did there

    https://mega.nz/#!wQM0mKKR!Hr0O0-zPx8C3 ... p3FSH9uRjo

    not sure if u want him to be present on the other sides also...

  • i think i fixed it https://mega.nz/#!hZdk2ZAT!qwp40D5hS_O0 ... 9pNj6Hu-yw

    it works with the 0 origin point.. you dont need to have all those origin points.. there is no database to check if their occupied... so instead of that i checked the positioned of objects and overlapping each other it shoots 2 times... first time picks all familly then if any of them objects overlaps same position object picks that object and moves it on another empty slot...

    i think thats what you wanted <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • on turret behavior you have line of sight also i think... if you dont you can calculate the distance... so you can do this by using 1 true condition and 1 inversed...

    True check condition : if distance(enemy.x,enemy.y,turet.x,turet.y)< turret.range Action. turet.setanimation to fire... play animation from beginning... loop animation... you dont need to set the loop animation since you can switch in animation editor.. to repeat and leave the repeat count on 1 will do endless animation repeat..

    then copy paste it and select inverse on it or add Else under that condition and set animation to idle /or patrolling what you have

    also i wold remove the spit and wait action call cause it will delay all other events also... not only the spit destroy action

    remove spit destroy and wait... and add on sprite spit the behavior fade out and set the time to fade in 0 fade out 0 wait time 1 destroy after fade out.. or add a condition since its a bullet.. you can use the expression distance traveled... and the condition for spit sprite will be something like : spit.bullet.distancetravelled> 200 Action Spit.Destroy

    also you can right click on the spit bullet condition check and make it an OR condition then add on collision with walls OR on collision with enemys ( the 200 above is the distance in pixel per tick )

  • try to export with the minify script NOT selected it should work...

  • even if you simulate the controls or not.. it wont matter... add the behavior scroll to on the player sprite and will automatically adjust the camera position to keep the player in the center of the screen or at a 100 px away from the left or right border... it wont work unless you have the layout size bigger then the game size ... you can see the game size in the left side after you pressed the name of the project in the project right side bar... youl have a width height property its automatically 800x600 if you go to layout by default its bigger... make the layout bigger then 800x600 and the behavior will work hope it helped you

  • why use functions ? when you have right click condition and select OR then add your secondary key... using functions will only confuse you ... and will make ur game performance very bad... is not the same as in native programming... it will take longer to find the functions which will end up in creating bugs and delays between Action calls ...

  • i dont think you understand how angry birds works... angry birds has a menu ... where you select the level you want to play and see the stars and total scores achieved on each level played... you will have to return to the menu and select or play the next level and so on is a go back/forward event.. for the level gameplay you can do 1 UI on level 1 then clone the layout for that level and name it level 2 all sprites and objects will be in the same position.. then use the same event sheet if needed if not create a different one ... at some point will be tedious ... there is no fast and fun way .....