GeorgeZaharia's Forum Posts

  • Thank you so much for the detailed reply.

    I could found compare animation frame I guess it's not the same.

    ENEMY EVENT SHEET specific part of the knock-back + ignore for 1 second:

    No problem, was my pleasure.

    Animation frame count works, faster then wait condition between, as long as the play animation is not interrupted by what ii said bellow.

    You could set the ignore off after the animation hit has finished playing that way you eliminate the wait 1 or 2 seconds condition which is causing your delayed animation. see capx bellow as how to convert it with simple default C3 conditions and no wait actions or every 2 conditions, i also left a conclusion there, in case things are confusing, however i might of made the conclusion a bit confusing by itself. the idea in the end is try code your game animations without any wait actions in the animation code. just trigger the animation when is needed and not mix it with the delay of other conditions mid animation playing, hope it makes sense, and helps you in your development, and sorry for the late response.

    Download: animation example.c3p

    However your animation control system is probably better. But i bet you included the event system above and eliminated all the wait conditions and expressions from it. Which kinda reaches what i was saying.

  • Iterations display random combinations. Can click on them and customize and save to DB.

    Would have a DB of colors

    DB of models. etc

    if as the person above mentioned models you mean animation sprites, which are frames and not actual 3d models, then is doable, you just host the files on a online database, and use ajax to call them and set them to sprites, same goes for the colors.

    can be done with ajax, or google spreed sheets, try this tutorials :

    example 1 ajax

    example 2 google spreed sheets db

    search query

  • Your issue: As you can see the on collision the player is "trying" to run the "HIT" animation from beginning but it stops for a few ms and then begins.

    i experienced something similar the past few years the solution was because of the way i was arranging the condition for example:

    when hit happens > animation 1 
    if landed behavior etc .... < this takes about 0.1 0.2 seconds to calculate and trigger the actions.
    if got hit with count objects ... < same here, depends on how many objects the plugin has to count and verify collisions with.
    if animation 1 finished play animation 2
    
    ////////////// this is usually how people code things in C2/C3 and that is a bad adoption, cause is against how Construct Works /////// this is the nr 1 cause in slow performance and "broken" code in Construct, in my experience.[/code:1wd4pmc3]
    
    the fix is simple  by moving the last condition after 1st animation or put 1st even should fix your delay
    
    [code:1wd4pmc3]when hit happens > animation 1 
    if animation 1 finished play animation 2
    if landed behavior etc ....
    if got hit with count objects ...
    [/code:1wd4pmc3]
    or in another case, you might want to check for collisions first then trigger animation in that case the following format should apply.
    [code:1wd4pmc3]
    if landed behavior etc ....
    if got hit with count objects ...
    when hit happens > animation 1 
    if animation 1 finished play animation 2
    [/code:1wd4pmc3]
    
    also make sure your animation frame speeds are default or to 0.1 or what the default speed is, do not confuse frame speed with animation speed they are different things.
    
    another thing to check, any "wait" or "every 1 second" conditions, between the conditions you have, needs to be removed from there and place at bottom of the event sheet, that way all code runs normal and wait happens after all animations and visuals are fast played, the "wait" & "every 1 second" conditions dont only apply to the condition are on, but to every condition in your event sheet that is under them, same thing applies to conditions that take a long time to calculate things as explained above they will delay the entire game system if placed 1st, C2/C3 as any website html5 code (css style, js etc), will read the code from top to bottom, therefore you need to prioritize the order of the conditions(this is a pretty well known issue, that is to be taken in consideration when you optimize your game/app for speed... but im guessing not many people do optimizations on their game).
    
    if any of the above are not fixing your issue, one simple trick is to increase the speed of the animation that gets lagged, and to last less then it does now, as i see your animation is pretty fast, and natural, there is only a slight delay, if you decrease the time should last, that will "fake" the fast movement, (if ur lagged animation has the same frame duplicated just remove some of the frames, since they are the same frame duplicated and there will be no changes in visual experience outside how fast it plays).
  • Fun this little funny tool for people who has grand ideas for games, and may need some cost/time estimates.

    http://yourgameideaistoobig.com/

    After removing some features, I landed on $147,420* or 3 years.

    :p

    What about your dream project?

    for fun i clicked all settings and i go this

    Estimate: $458,893,924,742*

    You could hire a team to make it for that price.

    Or you could make it yourself in about 9177878.0 years

    Well i say bring it on... <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing"> <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing"> <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing"> <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing"> cause i dont have 458 bilion dollars ... my best chance is to squize the 9177878 years into next 30 years <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">)) supposing i dont die at the computer by forgetting to breath or something.

    however the project i always wanted to do is

      Deep Crafting System! Both PVE and PVP Gameplay! Hours and hours of Campaign Story Mode! Branching Dialog Trees with a novel of text!

    Estimate: $19,440*

    You could hire a team to make it for that price.

    Or you could make it yourself in about 5.0 months

    choosing those features i think are cool enough and plenty enough features <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> for any type of game.

    this actually .... made me smile a bit.

  • It works for most european countries.

    I believe they soon will whitelist romania as well.

    where i can see that?

    is there a whitelisted countries list somewhere? cause in the payout settings i can select my country, i can also add USA as i have a usa partner, however on both methods i get the "not accepting requests at this time" type of message. is that a country thing or an account thing? i sent a message to the audience network as well asking about this issue, nobody has an answer.

    to be clear, i have 2 games accepted by the review team, ads work good in testing, everything is on point, but the audience network just doesn't let me submit my payout so i can forward to app review ads thing again, and get live ads, and not the test ads. waited 2 months to get approved lol. lost so much time compared to other games on the platform now.

  • Ashley i noticed instantgames the official facebook sdk now supports In game purchases, would we have that feature inside the C3 plugin? their ad monetization program doesn't work sadly for users (edited: some countries in Europe atleast i.e Romania in this case.) outside USA /UK/ Canada ... so there is no way atm to monetize using instantgames.... they also don't allow custom ads from other networks inside the games.// sorry if this was already answered ... my keyword search couldn't find anything related to this on the forum.

  • Edit: Fix\Half fix

    If you Scroll with the Scroll Wheel first then hold Ctrl it seems to zoom the UI of construct. If you hold Ctrl first then Scroll it zooms the Layout view.

    Not sure if that is a bug or the way its supposed to work but I thought id post the fix here in case anyone else comes looking here for a fix. I dont really like that setup.

    the same ctrl+wheel works for all browsers, or atleast firefox /chrome, what happens when ui of C3 and website zooms is that you are not focus inside the C3 interface. to get only C3 to zoom in or out you need to click the C3 layout or event inside the browser then use the zoom. for browser reset just click the top zoom icon and reset to default. on chrome that function is near the bookmark star at the end of the link address bar, for C3 reset zoom u need to go to zoom tool in the menu and reset it to 100%

  • What gamecorpstudio described with embedding Newgrounds games has actually happened to me, just on some other portal.

    In fact I was looking at Gamedistribution's sdk as a possible solution for unofficial embeds by having integrated advertising.

    But there's not much information on how its all supposed to work, and since they seem to want to be part of the distribution process, I find it a little iffy.

    i found the following links to get an idea of what their using for their ads, however the most important part is the decompiler. without it you can't embed your own ads in a game. you could overlay like i mentioned above your CMS ads over the game area like kongregate does. but that will be bad for user gameplay if you trigger the ads mid gameplay.

    ://cdn.jsdelivr.net/npm/@orange-games/phaser-ads@2.2/build/phaser-ads.min.js << ://phaser.io/
    ://imasdk.googleapis.com/js/sdkloader/ima3.js << this is for google tracking ads. ://developers.google.com/interactive-media-ads/docs/sdks/html5/
    most important one was the decompiler to turn the flash into html5 automatically, which from coding perspective is some awesome tool. that can be found above.
    [/code:2hjp9tb4]
    you can use
    [code:2hjp9tb4]http://jsbeautifier.org/[/code:2hjp9tb4]
    to make the js readable
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  • For sure! That's odd that c3 gives a different result...possible bug?

    nah i update the c3p file i uploaded i added the 2nd formula you sent, works good in C3 not sure why i got a random number poping up back then, something in the logic probably how i coded and i was thinking i did it the right way or something. im a bit tired my brain works weird haha

    again thanks always learning haha

  • I appreciate your research but they definitely decompiled and rebuilt it. For one thing one version is flash and the other is HTML5. Also they have confirmed that's what they did.

    yeap i edited my response above... i found their decompiler .. and their turned your flash game into html5... snap... ok... ehm locking all my content from now on. thanks for sharing.

    Side note: not sure why they had to decompile your game? they couldv overlay cms ads over the game itself... without altering your game... but i guess they really wanted to brand it as theirs...

    Also after the confirmation from their side... did you got a deal back? or they just say .... no more offer on table? just curious.

  • > some example based on ultrafop 1st suggestion.

    >

    > 2nd suggestion will just work at value of 0 other than, will work at weird points like 0, 7, 15 etc.

    >

    That's weird, the second idea works fine for me over here. Here's a link to check it out:

    https://www.dropbox.com/s/5h1c77s9u2qp9 ... .capx?dl=0

    that is weird ... i had tested that code 1st try exactly same thing you did... based on your suggestion... i think c3 doesn't play well with that formula. not sure why i got different results. but that simplifies things <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> thanks

  • If they hotlinked the game on Newgrounds like you mentioned that would be fine as it would still be intact. What I'm not ok with is people taking apart games and rebuilding them with their branding and adverts in without paying any licensing fees or revenue share to the developer. That's stealing!

    Hey, i understood what you were saying, i think you miss understood what i was saying, i was saying they did not take your game apart and altered the code, their portal has a overlay splash screen and advert area over the game embed area, and also triggers a advert each 5 10 seconds. to do that you don't need to reverse engineer the game. you can do that even with wordpress... or even plain html5 css ... like they are doing, using their custom CMS.

    case in point, their CMS is provided by orange company .... which delivers splashscreens over embeded games taken from internet

    see codes

    https://html5.gamedistribution.com/3de0c1fd03414f92b4324ebfe54fc562/version.js?v=1526317379492
    view-source:https://html5.gamedistribution.com/3de0c1fd03414f92b4324ebfe54fc562/index.html
    view-source:https://gamedistribution.com/games/super-stacker-2#/
    https://html5.gamedistribution.com/3de0c1fd03414f92b4324ebfe54fc562/super-stacker-2.min.js?v=24
    [/code:2h6aq7la]
    
    that entire code in all those source files, what they do is overlay ads over the game area.
    
    Edited: atleast thats what i was thinking before (the above response).... but then i found this lil code in some script on their website... 
    [code:2h6aq7la]b.exports = {
                    name: "p2",
                    version: "0.7.0",
                    description: "A JavaScript 2D physics engine.",
                    author: "Stefan Hedman <<>bad@gmail.com> (http://steffe.se)",
                    keywords: ["p2.js", "p2", "physics", "engine", "2d"],
                    main: "./src/p2.js",
                    engines: {
                        node: "*"
                    },
                    repository: {
                        type: "git",
                        url: "https://github.com/schteppe/p2.js.git"
                    },
                    bugs: {
                        url: "https://github.com/schteppe/p2.js/issues"
                    },
                    licenses: [{
                        type: "MIT"
                    }],
                    devDependencies: {
                        grunt: "^0.4.5",
                        "grunt-contrib-jshint": "^0.11.2",
                        "grunt-contrib-nodeunit": "^0.4.1",
                        "grunt-contrib-uglify": "~0.4.0",
                        "grunt-contrib-watch": "~0.5.0",
                        "grunt-browserify": "~2.0.1",
                        "grunt-contrib-concat": "^0.4.0"
                    },
                    dependencies: {
                        "poly-decomp": "0.1.0"
                    }
                }
            }[/code:2h6aq7la]
    
    not really sure what that does ... but im pretty sure that decompiles your game... and then alters it :O did not expect that ....you better lock your game on newgrounds domain. and contact them. or contact newgrounds about it.
  • that is pretty dope, i remember eliza windows version, had so much fun with it, however i just revisited it... and is just bad, i think she trolls me

  • They re-used all of the art assets, exact level designs, exact name etc. - it's identical. That IS copyrighted material.

    Turns out the newgrounds games are embedable, you might not be able to sue them, next time check the portal you upload to.

    all they did was using the code bellow now the code can be a iframe embed, a frame etc anything that can pull content from online servers... i don't think they personally host your game.

     ?<embed src="http://uploads.ungrounded.net/481000\/481558_superstacker2.swf?f1233884077" width="600" height=
    "400"></embed>[/code:6j5d0c1d]
    
    The code above is on a public server, all they did was free distributing your game, and added their logo on top before loading. the question is .... is that ethical? no ... but newgrounds gives old flash games free in their feed many of the games there end up on automated arcade script websites like kizi websites or arcadeboosterscripts. 
    
    What you can do at this point is update your game version, and lock the game on newgrounds portal. that means any embedding would redirect people to your  games page on newgrounds, if you code it that way, or you can simply code it to show a image that is " not child friendly " or something, and then contact them back and ask them about that license if they still want it. have fun.
    
    took me 1 minute to figure the code above... the hard part was finding the game source on newgrounds servers. but is pretty visible inside the newgrounds games page if you right click and show source.
    
    im not usually doing this... im just trying to explain is very simple, they don't host your game on their website they just embed it. so you can unite forces with newgrounds and sue them, if that is against newgrounds rules.  problem with suing someone for digital work online, is .... money... is that game worth the thousands of dollars to sue someone in some other country? is it generating that much money that you can afford it? are they making that much money that they can pay damages to your business? what are the damages for them doing that outside moral ones? if you don't have a business around that product/game, even if you instant win in court... your reward from a judge would be like % of the game/product/business generating profit, and the court fees paid by the other party.  if not then domain locking is your solution.
    
    Edited: kizi.com which is part of game distribution and all kizi related domains... they are a multi million dollar game distribution network... you will definitely get some nice money from suing them if newgrounds rules are against what they did, and you win in court. However ... they have millions of $ and can keep you in court for years... bankrupting you. [b][i][u]To be understood i don't encourage you to do this[/u][/i][/b], your life will be in a legislation nightmare for some stupid thing for years. just domain lock your games/content.
  • some example based on ultrafop 1st suggestion.

    2nd suggestion will just work at value of 0 other than, will work at weird points like 0, 7, 15 etc.