GeorgeZaharia's Forum Posts

  • Hey all,

    I am a freelance designer currently open for works. Check out the games I have worked for in Google play "TRAP THE THIEF" and "Finger Lickin Chicken Kickin".

    Designer/ Animator both in 2D/3D. Are you looking for a immediate GAME UI KIT, then kindly have a look at my "Envato Item 1 - UI KIT Pack No. 1", "Envato Item 2 - UI KIT Pack No. 2" and "Envato Item 3 - 3D Buttons for Games and Web".

    Or If you need something special and unique designs, open for freelance , just PM me or leave a comment.

    HAPPY GAMING GUYS!!!

    1 question though why your games need this permissions?

    This app has access to:

    Identity

    Uses one or more of: accounts on the device, profile data

    Location

    Uses the device's location

    Photos/Media/Files

    Uses one or more of: files on the device such as images, videos, or audio, the device's external storage

    Device ID & call information

    Allows the app to determine the phone number and device IDs, whether a call is active, and the remote number connected by a call

  • minions from overlord are the best and funny characters ever made seehere

    • Retrieve their FB > e-mail that's not gonna happen, unless Facebook allows you to do that! more then name picture and post to wall share or like you aint gonna get access to unless you prove to facebook that you really need for your application login or system.

    once you have the application setup in developers.facebook.com with all the privileges accepted from facebook, you can initialize the normal plugin or any other customs that allows you to take the info you need. there is no need of php

  • i tested your capx, seems the blue ball works perfect the problem is with the red ball, that on collision instead of passing through the bricks , hits the first and destroys like 4 -5 blocks, i think you did a destroy on counting the destroyed blocks and then on collision will destroy as many blocks as you had destroyed before, try clone the effect the blue ball has, and see where the glitch is in your events,if you could post a capx for the red ball events maybe we can fix them cheers

  • make sure your first action when bullet hits the character , it is not bullet>destroy that should be the last under spawnBlood <set bullet angle of motion 180 spawnblood set bullet angle of motion 0 then comes bullet destroy, C2 reads all events and condition from top to bottom, if you place bullet to be destroyed first then the rest of actions wont take place cause the bullet actor wont be in the screen anymore!

    here is a blood splatter with bullet behavior Download

    here is a blood splatter with physics Download

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • for the app if doesn't answer its because of the build you made in intelxdk it might not be compatible with ur device, try from intexdk not to export for cordova or other things, but the normal Android that says nothing else near it, and test it that way. also might be because you have to many audio files and your scene is preloading all. and instead of preloading when the app loading bar appears loads it when you should already play at freezes the game, happened to me a few times. its a bit tricky its a matter of building the right apk for that issue!

    well for see if you have beta you go in the capx you made, unzip it since capx works like a zip and you'l get a project with a caproj file in it, open the caproj with notepad, and you will see version in the top lines, around 7-10 line. if its 205.2 then its beta, the stable release its 200 so the version should say Version : 200.000 or 200.001 smth if it says 205.200 then its the beta version the other way to check it is going into C2 and check the info button will tell you about the current version

  • /Developer/android-sdk-linux/tools/ant/build.xml:950: null returned: 1 <---- you have updated your C2/intelXDK ?are u using free C2 license? is your C2 a beta version?

    seems more likely a linux intelxdk problem

    also possible the C2 being beta most plugins don't work well on beta versions!

    about this problem :>invalid filename "men??background.png".

    check your assets maybe you have a big project, and you forgot 1 png to drop it in the screen, and you have events for it!

  • you can use play at object place the sound in your rain scene, and it will automatically use the 3d audio drive thing atleast was doing that in previews C2 releases

    i changed the capx shared before Capx its doing basically the same thing, but more natural by using the audio plugin itself with no math involve

  • Is there anyway to I could possibly accomplish the same movement, but with the arrow keys?

    actually there is a tutorial with capx solar system i think, try searching for it, i had the capx long time ago, and it was using arrow keys basically was doing same thing just around some sun

  • Im newer to html5 what are some cool things it has over flash can games be generally bigger than flash what does hardware accelerated mean and can I make games that wouldn't be possible in flash graphics wise

    yes html5 games can be as big as 10kb or 10 gb or bigger files, but the issue is you have to host it cause then it wold become a mmorpg, and most of the sizes is the images/sounds etc its not having limitation to the size.

    yes you'd be doing games that can be done in flash also but potentially in html5 your game will perform better on most of devices, but slower on old computers that are like 15 years old....... , since uses webgl and all those cool things, hardware accelerated ? depends on what you mean , but just the term means, that your game, processes and graphics will be using a cache and the users will be playing from their on computer using their cpu/gpu/hdd in the most simple way so you can understand (even though some might have a brain fart... hdd do matter... comparing a SSD to a HDD powered machine ... its sky limit vs ... a empty sea shell... that floats around...)

    so yes, going html5 its the best way, but its a continues improving technology, so it may have problems, but also work around. So go for it you'll find C2 being easy to use, and fun in same time, if you will learn the basic string to it, its just Lightning fast to build games

  • another post, about i made a game, and don't know what i did )

    hint : in old c2 versions, the localhost:50000 was getting cached after testing and testing all over again, so when you'd be doing fixes or changes you'd be seeing endlessly the buggy version,

    in order to fix that you need to go in c2 settings and change from the preview on browser instead of localhost to your ip localhost and add a firewall port approval , see if that helps there are a few info topics around here! if not check you bullet has the opacity 100%? is it default visible? is it spawning behind a solid background image? that you have it on a layer 1 and the bullet spawns on layer 0? etc etc ....

    however if you have an older version as 140r/192r that means you might encounter some bug's or glitches in the version, else its your events , and 99% of the time, the how do i section is all about the same problem...

  • globalvariables are global that means are usable in all event sheets, however if you don't include the right code for it they wont update, its a matter how you link the events inside your event sheets don't you think so? the same way goes for global objects

    for example i can have 1 scene with 10 event sheets and 5 scenes with 1 event sheet, the only thing i have to do is right click and include event sheet, or clone the event sheet for N times for each scene which is tedious and messy, that's why people tends to use as a general system the function object.

  • hey Beav,

    2.yes, there is just people don't rate i guess!

    3. reputation based on sales and reviews, that wold be cool, and people will have a decent information to buy or not the assets.

    4. have the same problem i noticed that the approved asset is always on top, and the duplicate that is waiting for approval its under it .

    6.additional to that,

    maybe could be point NR 8, sale collaborators

    for games lets say, if a guy makes the engine, and an artist the graphics and another the sound, to have a possibility to get revenue share % based on the work they did, and based on their agreement, same way works advertising revenue share from newgrounds, just it wold need like a general organization group, with a different format where every1 in the seller group will get even shares automatically, and not the insecure way that newgrounds works, so lets say i decide to team up with 1 sound artist and 1 graphic artist, we make a request on forum for a seller account named AwesomeGroup

    now the account should be set so all the collaborators that requested to join will get 1 of 3 parts in % of the total share if someone else joins in (the 4th member then the sale revenue will split in 4 ),

    when an item is submitted by the leader of the group witch is going to be mentioned upon agreement of all people in the forum request, all the members will get a message alert asking to detail the info of their contribution or opt-out if they did not,

    not sure if this is going to be easy, but for sure its a good future to have, for those who want to bundle things, and collaborate to do some cool quality assets!

    the price of the asset sold by the 4 guys or 3 , wold be calculated as a bundle, if the guy with audio, says its worth 3 $ and the game 10$ and the graphics another 5$ and so on will be summed up, and discounted if the case.

    and this way people can co-op and increase the quality of the assets in the store, and also why not, making a good living going more noticed, and raising into a indie team, that builds trust in time

    also no member of that group will have the ability to change the % or remove a team member unless its voted by the rest of the group!

    this way we fix the newgrounds flaw system, in their system, they allow the publisher to assign and change whenever they want % of the revenue share, so what stops me to add u as audio guy for 10% and then after i get revenue to cut you off! ?

    also point nr 9 is there a way to sell the assets for resell license, like 1 time price for sounds or graphics or games, buy it once at 99$ license and your able to sell the same product unaltered further to some other markets?

    not sure if you guys will understand my point!:) but hopefully i made a bit of sense ok back to work ... cheers

  • i suggest using this? and making different placements of the power-ups? i mean its all depending on how you want to build the game, and how complex the levels should be

  • If you want the objects to stay constrained to the table you could try putting a frictionless immovable invisible box above the table that prevents this.

    the demo already has the top lid placed on top, and is still passing through, i increased a lot the gravity , and the height of the invisible lid, and the borders are actually huge and still sometimes, the white ball only, because when i click applies force to the raycaster pos. and for some reason its acting like the vertical axe is higher then normal il try fix it, thanks for the tips really helpful

    i did a condition to keep the vertical position of the balls on table at everytick but that also doesn't work, for some reason sometimes the ball just jumps up and i have a very terrible well balanced density and elasticity!

    i think its a raycaster issue, the collision its detected higher then normal, and also wanted to ask what does the pass through allow function of the physics , and penetration things actually are? i increased allow penetration to 10 and the other 1 under left it at small as possible, its kinda working well now, but still guess its because of the c2 frame overriding the 3d plugin.