GeorgeZaharia's Forum Posts

  • I submitted my entry, the game is called Damaged Controls

    that is actually a dope game dop2000 lmao ^_^

  • Hey there!

    Can one LERP master volume from -99db to 0 db in a second or two? In that case whats the formula?

    Or is there a better idea for this?

    Thanks! ^_^

    i am no LERP master volume but atleast this one thing i know ^_^...

    lerp(a to b in ticks/s) or lerp(a,b,x) lerp(0,-99,dt) lerp(-99,0,dt) fade out , fade in ... young obi kenobi.

    however i prefer the variable way, lerp sometimes snaps towards the end and i don't like that.

    also not sure if the volume has changed on decibels, but i think in Construct volume muted is -35db or nothing can be heard at that point, doing -99 is kinda pointless. unless again if that changed and you can actually hear stuff at -90db then -99db is a good value call.

    Edited: also above me there is a post ... with the new feature in C3 ... that might solve it for you, if you don't want any custom fade in fade out.

  • You are right about the part where the system treats multiple instances as one object, and when you try to access some property it takes it from the first instance etc. But I'm sure you are aware that "Compare instance variable" is very often used to pick or "filter out" instances. If you have multiple instances, some with id=0 and some with id=1, you can use this event to pick only instances with the id=1 for example.

    It has the same effect as using System event "Pick by evaluate" or "Pick by comparison". And actually you can change my capx to use "System Pick by evaluate Sprite.id=choose(0,1)" and it will have the same problem. The engine will loop through each instance, each time comparing with a different result of choose() expression.

    This seems wrong to me, because it works differently in SQL for example. If you do "SELECT * FROM table WHERE code=int(rand()*2)", this will select records with only one value in code field, either with 0 or 1, not a mix of both.

    oh that i am aware of it, i always use the

    , i never used choose() in that sort of pick cause of the original issue with multiple instances...

    ah now i see why you are using it like that ...

  • one thing i loved about the old forum, and it wasnt really the colors, or the lightning fast snail loading time, but the PM messaging, and i know is a bit of a big management work behind it, cause u need to keep track of who does what and whatever, but what if ... you don't have to do all that?

    and you just use a service like disqus but with a PM service, that can be used only for PM service only as we don't need a comment supported by disqus we already have it right? but the pm part is a bit of hackle and i get it...

    here is my pitch

    Tom

    Edited: i know might sound offensive, its just the name of the app... the [ at ]and the link made me read it in a bad way i hope it doesn't do that for anyone who reads this....

    MUUT < just the send a private message part in the tutorial near the profile that's it. the rest of forum/blogs can be the same. but that pm thing is a must... im tired of putting my email with or without square brackets on the forum, and getting bombarded by spam assassins, and people from russia trying to hack my emails... like "that's where he keeps he's nudes!"

    please consider it, i think a lot of users would appreciate it, atleast temporarily until there is time for forum development or expansion.

  • So naturally I assumed if I use choose(0,1) in this event, it will first choose a random number (0 or 1) and then pick instances with id equal to that number.

    But what happens is that this event actually checks each instance separately, and for each instance calculates a new random number and compares id with this number. So it can pick one instance (which seems correct), but it can also pick two instances or none.

    Also, resetting opacity on start of the layout doesn't fix the issue, because all objects are reset anyway when the layout is restarted.

    i already seen the example i think if is the one saying

    i never seen the pick being used like that before, and for me doesn't make sense, as i know the Sprite object if you don't tell the system what instance should pick, it picks all of them and considers all the same object( you get what im saying? it can be confusing or i might be having a wrong idea of how the object instances work it's possible). that's what i seen so far since i installed Construct 5 years back, and that never was changed it was always like that, also i remember something about sprite.objects specifically or any object that is put initially on the screen, is that if u don't specify instance the system automatically picks the 1st put instance in screen and considers that instance like a "master instance" and if u add a 2nd instance and u don't specify it, it picks the "master instance" but takes in account the 2nd instance anyway.

    so you can have 5 sprites, but when you are saying

    system check if the sprite.id equals with this value that you pick random, the system picks all the data available and gets a true on everything he picks, suddenly sprite.id = to 1,2 and even 0 at the same time, creating the current glitch. and the display of the opacity, is just a lag feedback(because of wait 2 seconds then restart, which sometimes can persist even though you restart the layout.), and probably because of the overlap in computing. atleast that's what i was thinking at back then when i typed the message, it might not be the case, and they might work like you say though lol (im laughing at my own confusion here not at you, not trying to be rude :D) ... i never used the comparison like that.

    that's why i was saying the choose(0,1) above in my opinion is just miss usage.

    anyway did you had the same problem on a older C2/C3 version? like going back .10 .20 versions?

    btw did i told you? that when i runned your example in C2 my C2 started opening himself up like non-stop? :O lol that was the latest stable version ... insane XD i think that is a bug i wanna investigate now! (maybe it was because of the = choose() :O the plot twist would be amazing... anyway im derailing my ADD started kicking in... over-editing my post just now ... im curious if there is any other reason of the =choose() behaving that way than the reasons displayed so far.

  • Hi, game looks interesting, quick tip for your team to tackle on, i seen on the video, some of the balls, items, interactive objects are a bit confusing to detect what they do, unless there is a tutorial, or you already know what they are doing so 1st step would be make them more obvious of what they are (an example here would be the elastic in the video, if u would be a regular user, you wouldn't know that should be interacted with, unless u would have went through a tutorial of sorts.)

    as for marketing that is more of where, why, when, how long, how much, how often, type of question, and requires time to be put in and perseverance and money in some cases depending on the marketing.

    as for user retention is also a bit more complex but requires a team effort, and continuous improvement, simply put you can raise it by giving users a reason to come back, if you pitch to them the game as a "5 minutes game in the waiting room to the dentist" then that's when they will come back... when they have a new appointment with their doctor.

    all the above are logical aspects, however logical is not always gonna bring you success, to bring it to success it needs a bit of help from the exploitation of impulses and emotions we as humans have.

    if you want to talk some more, leave a email or a form of contact il reach out! :) (the forum doesn't have anymore a private messaging system maybe soon...)

  • It wont work

    it's a construct 3 tutorial, but should work with construct 2 also... see if you can learn something from it and apply to your project

    scroll to example

    also there is this tutorial on the C2 tutorial sections it works here

  • this example should help you its called flying along template is available on C2 and C3... is basically the same thing the youtube video shows with more limited graphics.

    open template

    edited: seems there is a problem with the file on C3 for me... but should be available in the C2 templates example... if u don't have the C3 yet.

  • are the videos currently private? or are they set public/or accessible who has link?

    also make sure u give the proper access to internet to the .exe app u making.

    from the youtube error it seems you either don't have access to the video as would require login in the youtube account, or the video is not there.

  • I know I can do this using a retro styled project, but I want certain objects in my game to move smoothly instead.

    https://imgur.com/a/oFYdU5O

    have you tried the pixelate effect on the object you want? might work good for some of those objects with 1 color have no clue with a multiple colored sprite though.

    Edited: now that i think about it... C2 might not have that effect...

  • Do you know anywhere I can look at some properly implemented code to detect whether the silent mode is enabled on the device so I can mute all sounds?

    there is an actual similar issue people have on apple side ... it seems is a ios problem, or more of a device problem...

    apple.dev forum detect ios device is silent

    even though might be a feature construct is missing at the moment.

    Ashley

    any thoughts on this issue? never faced it myself yet as i didn't released nothing for ios but from the forum thread seems that the button on ios devices acts like a secondary mute/silent or a quick shortcut to put your device on silent mode... is Construct having that input detected on the audio plugin yet? or is there a way to detect it? should i submit it to the possible features on C3?

    as of now im thinking the is_silent audio expression applies to the audio that is currently being played and not the mode of the device... am i wrong?

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  • How can I transfer the values of a variable between one instance and another instance of the same object?

    example:

    Ant (1) finds food in position var foodx and foody that are instance variables.

    Ant (1) collides with Ant (5) and passes the location of the food.

    the ant (5) stops doing what it is doing and goes to the food: foodx and foody

    well if you want to use the same sprite, you have to have a family, so you can differentiate between instances and a few variables.

    however if u plan on having ants animating and stuff i suggest keep each ant "class" different.

    for a scout have a scout sprite for a gatherer have a gatherer sprite and so on, it will make ur life easier.

    that being said... using the family approach and keeping the 1 sprite for all ants...

    here is a example ants-example.c3p

  • Hey Everyone,

    I am trying to get my instant game approved by facebook however they keep responding with:

    On iPhone and iPad, games should mute any sound effects or background music when silent mode is enabled. See our Instant Games guidelines for more information.

    I believe I have fixed this issue but they keep coming back with the same response, am I doing this right ?

    test it on a iphone or ipad? ...also the everytick above the is_silent is a bit redundant as is_silent would check anytick anyway.

    and yes you are doing it wrong, as where the silent feature on audio doesn't work like you are thinking it does, the is silent doesn't apply to the device volume, but to the audio that is been playing, so let's say you have button that mutes and unmutes all sounds, you would use the silent"tag" or silent all audio.

    however audio being able to be heard while the device setting is set on muted, (the system settings from volume buttons and not the ingame feature) is definitely a ios bug (i doubt that is happening though, that would mean either the ios they are using are not legit, or they been tampered with, or the ios system has a bug inside and apple needs to solve it, again i doubt that is what is happening), but as i see your events it might be on your side. i can't really see the issue in that line of code you showing cause that isn't doing nothing really... cause the is_silent condition never gets to be true.

    we need to see more of the audio triggers on your project in order to evaluate it properly... i would suggest redo your volume system, and have a master volume and FX / Music toggle on off menu, if you doing it right it should work.

    also might be that the facebook app evaluator is trolling you (they don't test games, for ios, but ios people do, facebook is just a middle man, i think this is on apple quality content control side)... and facebook doesn't actually tests the new version by removing the old version causing the old version with the issue to be there still.

    u might want to update the version of your new project in the construct version 1.0.0.0.0 to something higher than before, that would automatically update the old version if that is the case.

  • i don't know how you thinked that choose(0,1) would make sense to the construct system, but what happened on my end, after i tweaked it a bit, is Construct started opening multiple sessions of Construct lol... basically froze my cpu at 100% usage... which doesn't matter cause i could still use my pc, but ... that was a strange experience. and not sure how to replicate this issue i had in C2 so ... i can't submit a bug.

    however the choose(0,1) what it does in your example, is when the start of layout happens the system compares the id of the sprite right... and because u didn't specified which instance of the sprite to compare the value on the system picks both instances top and bottom (not specifying which of the two you want the system to pick in order to make the comparison of the id to choose(0,1), would make the system act as the sprite object being a 1 main global instance and giving it both the values to the sprite), and say "well the sprite object has id 0 and 1" and the system falls back to automatically picking in the same tick one of the two or even both .. therefore giving you a false positive interference causing it to glitch out. this isn't a bug... is just miss usage.

    edited: try resetting the opacity on start of layout, cause on my end that kinda fixes a bit the issue, and also, the text is confusing ... has the same problem... as the sprite pickings....

  • Cheers plinkie/bad Mario.

    But why does that piece of code work. What and how is it doing exactly?

    Sorry to be a laymen. Also why is not player.x, player .y? Why player.x, player.x?

    Thanks

    thats simple, because the distance measured there is for horizontal distance

    you can simply put distance(x1,0,x2,0) as well and would work the same, you can also put distance(x1,y1,x2,y2) but that would mean distance would count the difference of pixels from Y1 to Y2 also, so locking the Y1,Y2 to player.x does the same type of job as saying 0 or 1 or 2 or 100 to 100 which is 0., and only distance that is measured is the enemy.x, player.x the other variables don't count.

    distance(x1,y1,x2,y2) calculates the distance of position X1 to X2 and Y1 to Y2 if you lock any of those and say distance(x1,0,x2,0) then you would only get the distance from x1 to x2 if you lock the x1 and x2 then it will use the other variables.

    hope it makes sense.