GeorgeZaharia's Forum Posts

  • Just subscribed on your channel, dude, this challenge of yours is amazing, i meant to do this type of thing a long time ago, when i started using construct but hearing you in the videos, and concepts you got so far(which i agree with), you just confirmed why i didn't started or completed my challenge, is that cause i always overcomplicated the game design, and i wanted to to have more power ups, more design, more features, where in the end the game needs to be fun, simple, and give you that 5 minutes of stress relieve. You are on the right track! i would've joined you but my current job doesn't offer me that much time. Maybe soon will come after your challenge ^_^

  • How can I easily repeat this command so it works for the Y-axis the same way as it does for the X-axis?

    I want a 9x9 grid of the same square object.

    u can do that by using (For "") system loop expression.

    And u do them like this

    start of layout

    --sub--for "x" from 0 to 2

    ----sub---for "y"from 0 to 2 :Action

    Action is on the y sub that is under x sub that is under start of layout:

    create block at

    x= block.Width/1.2 + loopindex("x") * (block.Width + block.Width/2)

    y= block.Width/1.2 + loopindex("y") * (block.Width + block.Width/2)

    that should create a 9x9 grid.

  • I have been green lighted from google ads, still getting error tho, weird.

    what is the error???

    (have to advice you to not take my suggestions seriously, i failed at math on a forum post today lmao, im laughing my guts out. Was basic math logic omegalol.....)

  • Man, there are so many mistakes in your comment... :)

    was it that obvious? ^_^ ... 2 years of blogging gone to the drain cause of this post i did ... im the new 4+7 =21 kid on the bloc :)))

  • You can see what I mean here:

    http://tiny.cc/azhi2y

    I assume you fixed the problem by now.

    That's some serious graphic work :D amazing when is gonna be ready to play? ^_^

  • Hi i am working with the online chat example in construct 3, i just wanted to know the details of how to create rooms so only a max of 5 players can join at a time and how to create specific named rooms in general

    peer is connected trigger once add 1 to globalvariable = players

    if user is connecting and players = to 5

    kick peer that tries to connect.

    i know is ambiguous... didn't played a lot with the multiplayer feature.

    about how to create chat rooms ... is more a array thing ... il let someone else to guide there.

  • I just used this for the Y, it spawns the object a little above the ground. Zombie2red.y+floor (random(-10)+-10)

    I don't understand why there is two? (-10)+-10). surely one 0 would have been enough?

    if one zero would been enough then you would have a 1 instead of 10.

    as for (random(-10)+-10) the +- is a bit redundant u could've easy do (random(-10)+10) its the same thing as the +- negates itself and u remain with a 10 positive.

    If you would do random(0,10) then that would've been a different thing cause that would pick any number from 0 to 10.

    if you do (random(-10)+10) you are basically saying add a random(-value) to this sum with 10 or set X value to 10 + random(-value) is the same thing.

    now i dont know if this is explained or not in the manual, but my logic i think on it is

    random(0) picks any number from -infinity to +infinity

    random(-10) same thing but focuses on -infinity spectrum up to -10

    random(1) same as above but towards +infinity from 1

    (in ur picture u have random(0)+0) that means 0+random(any number + or - value)

    P.S(i never read the manual (outside the preface) >.> ... to much info, unclear what to focus on, in my case best example was using Construct and learn by doing, as its very intuitive and logical in the common sense of execution)

  • I have been looking on the forums, and google, and playing around with ideas in C3 and haven't been able to figure this out yet. Any help/suggestions/advice would be greatly appreciated.

    When the Start Button is clicked, The Unit should move towards a randomly selected Target using 4-directional tile based movement.

    If its a random pick then at some point you have a instance picked right? therefore you know/predetermine which instance is picked.

    Example of pseudo code:

    Requires 3 global or local variables one for the X position (target_x) and one for the Y position (target_y)of the randomly picked red sprite instance. And the 3rd variable (moving) is for telling the moving sprite to start moving.

    If moving = 0 the green sprite doesn't do nothing

    If moving = 1 the green sprite starts moving towards the coordinates set at target_x and target_y

    And we go as follows:

    Condition block

    1st condition of the block

    When start button is/was/ pressed/released

    2nd condition on the same block

    pick a random instance of red sprite

    Action

    set target_x to red sprite.x

    set target_y to red sprite.y

    set moving to 1

    Condition block 2

    If moving = 1

    Action Green sprite.set position to target_x target_y

    if you want it to move pixel by pixel and face the direction

    Then we replace the action of green sprite with the following

    Action green sprite.movetowards.angle by 5px at angle(self.x,self.y,target_x,target_y)

    For a grid like movement is a bit more complicated as you need to calculate the x y block and movement of things and length /step for that u can use the grid movement as would be much easier for you to understand, then me explaining a overcomplicated system in pseudo code.

    you might want to take another look for other examples at scirra.com/tutorials if you can't find the answers in the C3 tutorial section or forum. (Google doesn't really help as not all tutorials have visibility in the google ranking as other bigger websites might have better keywording/tagging etc)

  • The free version is too limited , impossible for me to do anything with. why shouldn't the whole program be free except exporting functions?

    On this subject are a few answers one of them would be the business aspect which Tom explained, in order for scirra and the developers of Construct to keep improving and developing the product they need revenue.

    Offering the program for free wouldn't allow them to do that, so the freemium model they chosen is limited.

    Now you said why isn't only limited to the exporting functions, well that is because if scirra would allow you to make a full game with a forced splash and give you access to html5 export option only.

    You would be able to turn that html5 export and convert it using other services or a custom interpreter that would allow that html5 export to run on android, ios, windows, linux and other platforms, that's why the limitations.

    Construct as any other software is made out of code, code that can be reversed engineered if put enough time in can be exploited to the point of rendering the scirra business model to nothing more than a freemium product in the case they would give access to all the features of the software on a free version.

    A good example here is all the games like (Ghost Warrior Sniper and others) that offered a demo fully packed with the entire code of the product, but was locked so you can only play a surtain amount of the game that would make you buy the rest, problem is having the entire product locked but all the features built in the demo like that, people were able to crack it and therefore you have the torrents all over the internet allowing you to download a free pirated copy illegally, which in terms the business creating the game, loses money that instead of going to their development and improvement of the game are basically wasted, or not spent at all.

    Having Construct on a cloud system locked is the best choice as the content is not fully on the client side. It can still be cracked (the saved version on the client's browser most surely to hard to be worth it), however no longer getting any updates. But cracking a cloud based software would take to much time and effort and would be for nothing as in the time pirating a software like this, the original creator would be making tons of other updates where you only will get a old dusty version while free useless in the end, as the internet technology constantly evolves and changes everyday.

    I hope you see the problem here and how the limited features the free version has, are best fitted to the current situation.

    However if you want to learn something more than the basic functions, there are tons of schools all around the world using Construct as their programming software teaching tool.

    You can join one of the classes that would allow you to practice to the extent you want without limitations.

    And when you would be ready to publish you can then buy a full license of Construct and publish your game.

    I might over done the information needed, been carrying myself probably to much in depth, but that's some of my logical speculations why the limitations of Construct exist.

  • Yeah, I think I managed to have them selected at the master level and moved them to my global, non-scrolling HUD layer. I have nfi how or when I did this, but I fixed it by going to an older save that had all the correct instances and just selected all and pasted them into the newer version.

    All fixed. I gotta be more careful.

    Is there a way to permanently lock a specfic layer so no new instances can be added? Even with it locked, I'm always adding things to that damn HUD layer by mistake.

    You can lock the layers so you don't drag or remove them by mistake but not to stop putting new instances on the layer. This might be a good feature request actually for C3.

  • That doesn't work. Like in my original post "It just delays the stacked sound by 1 tick so not only is it just as loud but you also get a quick repeat at the beginning."

    Don't get me wrong but you guys act as if I haven't actually tried these things already when I clearly said so in the first post.

    We understand what is going on based on what you are saying and showing in the image, the thing is, it should work based on the functions you shown, unless somewhere in your coding there is a wait N seconds that delays the event or the function call is looping and the condition is always true on overlapping sound.

    also the function parameter 2 not equal to "tag" has no purpose there as the function you are using has no higher or secondary condition/action that gives it that parameter. Unless you set it in another action somewhere we can't see as the image shown is cropped.

    when i sounded a bit harsh saying remove the functions i meant that one in the 2nd subevent, in case is missing the value requested there.

  • Tried that and many other variations. Doesn't work. Only thing that (sort of) works is this:

    But even then, it requires functions and I sacrifice the tag.

    remove the functions man

    and use only

    audio_plugin is tag "not overlapping" playing A: play audio "not overlapping"

    audio_plugin is tag "not overlapping" playing x inverted A: play audio "newtag"

    also in your picture, the audio playing tag "" is empty...

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  • that sounds utterly impossible, you sure you didn't thinked you where placing them on Game area , but actually u where placing them on a 2nd layout without thinking u clicked the wrong layout? it happened to me also so many times. make sure u tap the right layout if you preview with f5 if u arent sure u are on the right layout use f4 that would start the game with the loader/menu/game interface.

    also check the the event-layout and the layout u are supposed to see the enemy or sprite are linked together, if you generating them by events.

  • You can definitely hear -35db. It all depends on the quality of your headphones/speakers and what the volume of the imported sound file is. You can probably hear -50 to -60db with decent headphones, so I would go as far as -90db before considering it silent.

    oh that's new, i remember in C2 around -35 /-45 i couldn't hear nothing, maybe cause i had shitty headphones back then xD but the audio analyser wouldn't pick anything from ~-45 and above either so... weird ... anyway the lerp works with what ever number u want :D i just tested the audio thing in C3 volume can be heard at -100 also, so i guess do for fade in lerp(-infinity,0,dt) and for fade out lerp(0,-infinity,dt) that should fix it for sure ^_^ lmao...

  • as dop2000 said, you can't automatically pick instance of the family but you can give the family a couple of variables, one for the weapon it uses and a second one for the ID of the instance.

    for example if you already have the sprite that carries the weapon place in screen and you don't create another one you can say

    on start of layout for each sprite.withweapon ascending

    sprite.withweapon.setvariable gun to "abs ( round ( random ( 0 , 4 ) ) )"

    blank subevent under start layout

    action wait 0

    subevent

    sprite.withweapon compare self variable gun if equal to 1 lets say

    action

    create gun on sprite.withweapon

    gun set animation to redlaser.

    now when it shoots, you compare which gun the sprite.withweapon has and spawn the bullet/laser based on that.

    so

    condition

    if sprite.withweapon is shooting

    and Pick sprite.withweapon where gun value is 1

    action gun create laser.object at gun image point 0,0