GeorgeZaharia's Forum Posts

  • hi,

    condition 1 on clicked button

    condition 2 video is not visible/on screen or some secondary condition that tells the button to not do the action while video is playing.

    or you can move the button out of the screen with a toggle

    condition 1 on clicked button

    play video

    set button x to button.x=512 ?-200:512

    assuming the 512 is the original position of the button on screen if it's 120 or whatever the X position of button is just replace the 512 with that value.

    -200 is outside value i just picked you can make it anything.

    to make it come back lets say you stop the video or have a X button on video, then u do the same action on X pressed set button x to button.x=512 ?-200:512

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  • can i ask how your objects are created?

    are they created using the canvas plugin? or are you using sprites? tilemaps?

  • im not sure if you can lock to 60fps, but you can adjust the way your events or objects move by using (60*dt) where you can.

    like for example an object moving would be something like

    set character.x to character.x + 5 *(60*dt).

    Edited: there is also this tutorial limit your framerate build to 60 fps

    not sure if applies to all exports now. but i guess you can add that command line --limit-fps=60 in the android command build... give it a try and see what happens :D

    hope it helps.

  • Hi there, the logic of a turn based gameplay is something roughly like this.

    Let's say you are using a boolean or a condition toggle to define which player has turn to play in that case you do a conditional event like bellow:

    • if player turn true
    • disable enemy turn
    • do player stuff.
    • If player turn ended
    • Set enemy turn true

    ==================

    • if enemy turn true
    • disable player turn
    • do enemy stuff
    • If enemy turn ended
    • Set player turn true

    that is the basic logic, how you move to grid and other stuff, is up to you, you have to think conditional when using Construct and any programming language that is, we set events and condition to the game in formats of "if something happens do this".

    Hope it helps.

  • the interface doesn't have a license transfer i think, you can give access tokens but only if you have a license for teaching purposes where you can generate seats and stuff.

    if you want to transfer your license contacting scirra support is the way to go, just be patient it's 11:44 PM in England, so till tomorrow at 8-10 am nothing will happen.

    For pausing same thing, you have to contact scirra support.

  • I think you are trying to export a C3 game that has no C2 runtime using, im not sure about this, but might be that the arcade section is still not up to date to accept C3 games that are using the C3_runtime, and is accepting only C2 games or games that are using the C2_runtime. To fix this you need to go to advanced in C3 project settings and change the runtime from C3runtime to C2runtime.

    Make sure you don't use minify script i think it might cause problems with the arcade section (as samsuffi said), didn't used that section in a while it might of been fixed by now.

  • Hi there, here it is:) you just need to follow a similar structure/pattern for your game (if you do this you need to remove the game speed scale for pausing or stopping the game). You can still use the game speed scale, but i don't recommend it be used in the same time as saving the game, setting scores etc. The game scale is good in some cases, but the game scale also slows down the entire engine, so some of the event reading might be skipped or not happen or happens with a delay, which might cause glitches, or misplaced objects.

    GameToggle

  • seems the forum was reversed to the past 24 hrs and some data was lost,

    here is what i posted car lane AI C3-140

    hope is what you are looking for.

  • im not sure if this is what you want, but here it is

    car lanes AI r-140

  • as Ashley said, that project you found was meant for a 3d map script > CelsiumJs

    not really a 2d enhancer, even though might be adapted to 2d since it's meant for boosting javascript renderer blocks, which C3 might use now if im not mistaken.

    here is the original project link

    github.com/AnalyticalGraphicsInc/cesium/issues/7595

  • when u copy paste things, you have to make sure you select the proper layer before you paste, same as with photoshop as you mentioned it.

    in photoshop when you paste something it goes to the selected layer and incremental if u don't paste inside the layer, in construct happens the same.

    so you have to select the layer by clicking it before paste.

  • Can one construct game 'launch' another game? If so that would be a relatively simple way to handle the starting point. If not, then how can we break up the files so independent maps (think levels) can be worked on by students simultaneously.

    I think Construct allows to import a project file structure and event sheet inside another project but im not sure how is done.

    But,i did find this post by Ashley explaining how a team could work on the same project in the same time using a SVN.

    HOW TO COLLABORATE ON PROJECTS WITH SVN

    Not sure if that is what you are looking for, or is something you where not aware of.

    But basically the above link, is hosting a main project on a github like place (or in this case a SVN based on the tutorial above), and then everybody can edit files and commit changes, and the main file is updated.

    While the above tutorial is for Construct 2 i think should work for Construct 3 also.

    Hope it helps.

  • FYI Construct automatically adds a 1px transparent border around all sprites on a spritesheet. The crop tool by default adds another 1px transparent border.

    Can we have a optional tick feature for that extra 1px added by cropping by default? in my own projects i always have to adjust/reimport the size eliminate the extra transparent space cause of it(not a big problem, but it's getting annoying especially when u got like a 60 frame animation and the crop messes up each frame by a random of 0.25px 0.5px from its origin point), everytime i click crop. I never had a issue not having the extra space, i only used the crop to eliminate transparent space so i can better center things inside the image container, and adding an extra round 1px for me caused animation displacements as the center point won't be the same anymore for all the sprites that originally had the same center point like a Sphere object or a Rectangle shape it always messes up the origin by .5 and not the same repositioning .5 difference some would have .5 some would have 1.5 so i always go back to photoshop make sure im pixel perfect on export than reimport the images in construct without using Crop cause of this, this seems to be the same autocorrect introduced in Construct 2 also, and i was thinking is a glitch, the old way with NO EXTRA 1px was better.

    Sorry for hijacking the main post to address this.

  • i took a look at it, but i only managed to experience the glitch on match 8, however, i can't seem to see where the problem is (inside your event sheets) but that was a code based glitch not a Construct glitch, based on how the item disappeared (which basically on contact with the pad moved behind it and continued it's movement at the ricoche angle), a engine glitch won't do that from my construct experience, it might be that there was a delay in construct event system reading, cause of all those

    set engine scale speed 0
    

    ,

    wait 1 2 3 6 seconds
    

    or

    every 0.5 seconds detect collisions
    

    , and it is possible that momentarily a collision detection was delayed and when it came back to normal game scale speed the ball was inside the pad, and was pushed out by the solid/bullet behavior. which seems to be the more plausible issue here, that also is a event system code based glitch.

    To prevent it you need to clean your code, and try removing any delay and waits in your code. especially u need to stop using scale speed of the game engine where is not needed or to pause the game. that expression scale speed engine you are using is a very dangerous expression if missed used (can cause havoc inside a fast passe gameplay), especially when you have a fairly medium size game where you have a AI movement behavior like you do. a good replacement for the scale speed u can do a boolean or a global number 1 to be as game on 0 be game off.

    i mainly use the scale speed of engine for slow motion effects but nothing outside that, and not in the same time as calculating collisions or saving data.

    hope it helps.

  • For a game made and exported in Construct this would make sense if you don't know how to make such a editor for your game using Construct event system, and here we are talking new entry Construct users.

    So for that reason i'd say some new Construct users might want this type of thing, but for an moderate/advance user of Construct this makes no sense, since we can code a level editor in the game using Construct(and some custom plugins/behaviors as dop mentioned) and have way more freedom to the objects than the features you listed.

    To me it seems you have a pretty good sketch of what you want the template/features to be, and is a matter of doing it and put it out there, and see how people receives it.

    From what i can foresee is that it will have some use for some people.

    Hope it makes sense what my input was and helps you pin down the issues (pros/cons).