GeorgeZaharia's Forum Posts

  • that' status bar is currently having a problem as i experienced on my builds also, for me if i send the app to background and then focus on it again it makes the bar dissapear, but there is definitely some app that makes the status bar come back, not sure if is a android system problem/conflict, or a C3 compilation problem.

  • .... due to the lack of support from cocoon I havent been able to create gdpr compliance for many of my updated games.

    they are not supposed to give u support for the gdpr compliance form you want to build for your own business.

    as for the compatibility, i only tested for 5 to 7 and worked good for me. it's just better than C2 that's all i can say. but you won't have the same custom community plugins, you might find others that are similar to older ones but you will be missing a lot of r0j0s plugins and other good stuff.

    no doesn't include the gdpr consent form, it will never do that, as the gdpr consent isn't the same for everyone.

    yes the exporter you can directly compile with C3. signed and unsigned.

    Edit:

  • And here is the final result! :)

    https://www.construct.net/en/forum/construct-3/your-construct-3-creations-9/a-short-game-i-made-as-a-joke-140476

    lol looks so good man merry christmas

  • hi

    do i need to be aware of some differences when i follow a tutorial made for construct 2?

    Pay attention to plugins and behaviors that C3 might not have, but i doubt that.

    For sure pay attention to tutorials that are using community plugins that are not supported on C3.

    Actually any plugin,behavior, effect that is not made by scirra won't work on C3. Unless the original developer of that plugin,behavior or effect converted it to be compatible with C3.

    Other than the above everything else is the same, events are still using Conditions and actions the same way, and the actions and conditions so far they didn't changed, they actually got better a bit in C3. so u might not need to do uid picks for example.

  • I tried with and without and just removed http but it does not show up in preview. :(

    from the help file: If you want AJAX requests to your server to work from any domain, or in preview, you can configure it to send the following HTTP header:

    Access-Control-Allow-Origin: *

    I added this but it does not work in preview.

    try this tutorial ajax in local preview localhost 50000 there are many like it. it seems is a browser access issue. it might also be your firewall ports.

    even if its an old tutorial and is for C2 it should work for C3 as well, i don't think the principle that ajax works on, has changed yet.

  • Thanks! You mean remove left and right buttons? Or all four?

    left and right arrows and keep the fire and jump.

    but if you choose to have non-sticky controls for movement you can also remove the jump, and have it so it triggers on tap. and only have fire button on screen. as it's more of a "skill".

    removing those controls and making them be non-sticky, would require a tutorial explanation on how movement is possible.

    Edited: however if you are not running advertisement that would conflict with your controls on mobile devices, or any overlay that would be on top of the controls, id pick 1 looks good position wise.

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  • id go with 1 as it makes more sense to me for the shooting button be on top.

    but what i would do is remove the movement control. and have it appear from the 1st hold intent wherever the user wants. that way you don't have a always on screen movement control.

    then u would have more screen room for more buttons (like item slots: potions etc, or extra skills: healing, ultimate: destroying all enemy on screen if is that type of game.) or even space out the shoot and jump button.

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  • tarek2 Sure I got! Thanks anyway, tho. :)

    and AllanR Thanks for the sample, guys. I'm gonna take a look into them, but maybe they're a bit too advanced for me, since I'm just starting on Construct. Sure I'll learn something, tho. :)

    i updated my capx and copied what makes things centered so u don't get confused. there should be 2 everyticks 1 enabled with the edges and guides enabled, and one without. the simplified version is the one at the bottom without guides and edges that sits currently disabled. if u just want that for your project, copy the global variables and use the disabled everytick event. my version of doing things apply to spritefonts also, however u need to know the width and height of the characters in the spritefont u using, and the difference ratio of the height vs width. once u know that u can simply replace the data i previously had to the one u have for the spritefont. You can redownload the file from the same link. Merry Christmas to all.

  • merry christmas everyone, and thanks for the convertor and the good work ... ... 2 years have passed :O unbelievable i remember when this topic was made! how time passes by sorry for zombifying it!

  • i gave it a +3 cause i think it might help with collisions maybe in future, however... the current collision system construct has in C3 atleast works pretty well ... and as i commented on the voting... never actually seen a game made in Construct that is so complex that needs a raycasting system ... but i know this been a old problem from many peoples view, so im guessing +3 till it happens ^_^.

  • it might be that u are using the free version, or it might be that u are using some custom plugins? which are not available in C3. not really sure.

    try with another project that doesn't have any custom plugins and no more than 50 or 30 events.

  • you don't need to create a keyfile for each game you make. the keyfile is sort of a self signature for the developer to tell the store, you are the owner (like a ssl certificate for websites). you can re-use the same keyfile on multiple android games. make sure though you don't lose the password and id of it... in case someone claims your game. and don't give that information to nobody else.

  • - I did this, and the game it works. The only problem is that the % load of the game stay to 0 until the game is loaded.

    the % load of game sits at 0 till game loads ... is actually the facebook sdk not loading holding your game loading till it solves its response, you might off not implemented the facebook instant properly, i worked around that issue by manually opening the index.html file and puttin the <import facebook_instant.sdk> thing right in the header(you can find the code for importing the sdk in the facebook help section). it is not your game from my experience so far.

    its normal. don't worry about it. as long as it loads eventually.

  • in order to bypass the ssl thing just type your adress without http in front... like