GeorgeZaharia's Forum Posts

  • there are a few plugins on the forum doing that however, what you are asking is something like the SpriterPro plugin that is available on the store..

    click here for more information

  • Is it at all possible to "scroll" a UV map via offsetting, on a 3D object In Q3D, so it infinitely loops in a particular direction?

    Thanks!

    i think so, been a while since i used it, but it may be possible, take a look at the official example that has tiled floors!

  • I have same problem that . The effect work fine in localhost but when i export the project the effect bug ;(

    Any ideas ?

    if you read what i posted, is that the effect works for layers perfect based on what newt said what i wanted to use it is for each character which adds that tilted effect of the shadow giving it a bit extra dimensional look, so u could compromise and instead of adding the effect on sprite just add it to the layer the sprites are and should work, however u need to take in consideration the sprite collision box if i remember correctly all collision boxes need to be the same for that layer or the scene ur using it in. if that is to much, then i suggest just using a sprite that follows the character same as i did with the ground shadow under character feet. good luck!

  • I would like to make a 3d game that can be exported as a .swf or html5 file. The websites I would like to export my game file only accept those kinds of uploads. Does anyone know of 100% game creating engines out there I can use? Please try to avoid pay-make game creators and game creators that I can upload to thier site. I am looking for completely free ones. Thank you for your time.

    i dont think flash files are even compatible anymore with majority of browsers! firefox still accepts it but chrome is by default disabled and you have a choice to enable it or not! and on mobile flash isn't working from what i know, if that is your targeted platform. So from what i see your stuck to html5 3d games(there a few engines out there that do html5 and have the 3d option however, even if their drag and drop or similar to c2 you will need to understand how 3D works, and is going to be a lot of hours spent in blender to model your graphics. outside from google "3d game engines that doesn't require programming knowledge" i can't help much. ), unity 3d games, or cryengine games. or what cjbruce mentioned above.

  • how display game in react js. help me pls.

    maybe that is a question for react.js forums?

  • im guessing you want the shadow to increase or lower in size when player jumps? if that is the case use the vertical Y distance and use that as a scale for the shadow to increase in scale or decrease (scale/size)

  • im curious too on this one! O.O il grab some popcorn while answer is incoming!

  • thanks for the detailed explanation and demo! Although this method has some limitations comparing to tween behaviors, it's definitely useful.

    This formula appears to be similar to "easind Out" tween function, can it be modified to simulate "easing In"? (slow at the beginning, gets faster at the end)

    that can happen if you decrease the / number while dividing it so you start with a division by 100 let's say, and then every 0.01 subtract 1 from that 100 and the reversed incremental should appear like that "easing in". -Edited: scratch that ... im working on it, the distance adding is automatically doing its own easing out effect cause the distance is always shrinking, so what would make sense after a surtain number the distance to be at a surtain number that creates the illusion of fastening up. its definitely doable but im not sure if distance would work for the reversed effect.

    Honestly i never used the tween plugin didn't found it useful for my own, it's definitely a interesting plugin and helps a lot of people just i think it's an extra dependency that is not really needed once you know C2 expressions. i guess for desktop targeted games wont cause problems the plugin itself but some compilers for mobile will probably have issues with it, if not now in future for sure, unless it's updated by the dev.

  • atmas here is version 2 with the expression i was talking about the manual alternative to notequal is "<>" so its kinda of working however there's plenty inside there that i hope you will understand i didn't spent any time to comment it. if you need that let me know. dont mind the LOS behavior is still attached but not used, i only used pathfinder to make the objects move towards some direction and some extra identifiers with their own identifiers as instance variables, there is a 40 pixel jump backwards when they see the collision which makes them get out the field of view and then reenables the points hope you can adapt any of this to your project and possible solves your problem. .... even this since is not perfected and done in a rush still fails some times.

    the extra red dot might not be needed, and you could actually pick the same AI using distance by comparing " <>" UIDS of objects. that i will definetly do in morning. Good night!

    Edited: the "<>" is a operator not expression but hope it made sense.

  • I tried to use the L.O.S behaviour, so each AI car would know each other and would avoid crashing one into another, but this won't work. I'm saying that because when i use the L.O.S behaviour in the AI cars to detect the player that is in another layer above, it works 100%. What can i do to fix this? Thank you man!!!

    L.O.S is line of sight which basically uses some sort of distance(x1,y1,x2,y2) but most of times it breaks when used with pathfinder together, so my advice would be to drop L.O.S and use the expression " if distance(car.x,car.y,car.x,car.y) less or equal then 100 car stop (at this point you made your own L.O.S without the behavior and without the problems of L.O.S and Pathfinding behaviors). now i know it might seem obfuscating from our point of reading the code, but C2 actually has a background system that when you appoint the car.x, same time, basically what does, for each car that detects another instance of the same car object it applies that. you might need to add for each loop while using it. but should work, i used it on a aquarium type of game and AI ( AI used same name no numbers picking or other tricks just pure "aifish" for all different types of fishes.)worked awesome they were hunting each other and the player no confusion whatsoever in code. so that being said, i think it might work for you also. Hope you can understand my spaghetti code from above and the explanation.

    Edited: ehm.... i forgot i did used a identifier i used their frames numbers. but i dont think that would help in your case let me check something il get back to you.

    Edited 2: so i made this capx its not working perfect, but LOS seems to do the job pretty good here, i think the old bug is not a problem anymore, however distance it seems here is a bit frustrating to work with i can crack this when my head's clear. 11:36 pm here been up for all day, the thing with AI in general you have to code each side of car and and make it aware of its surroundings even if the cars are the same object basically, it's IID or UID picking but i can't find the expression sign for not equal so i can add it in it's some weird C2 advanced expression(not the not equal in the normal dropdown). il post in morning more for sure. i really want to fix this one, bugs my brain if not. if you're in a hurry you could try AI cars he has a template that has AI s racing each other and their avoiding each other however is a very complex system he has there with a lot of custom plugins if im not mistaken. (at Rex sorry for summoning you.)

  • atmas why use overlapping points for a pretty intensive graphic game? i would've used "distance again" (i know dop2000 ) because its less heavy on systems logic. using overlapping points of images the computer or system has to measure each pixel in each frame and see if they are colliding. you could use bbox left right top bottom of the car and target imagepoint.x,y and measure the distance if distance is a surtain safety number car stops. you will notice with this approach a 50% to 90% cpu usage drop, depending on your project how heavy is from graphic point of view.

  • how random must it be?

    you can do int(random(1,5)) or use choose(1,2,3,4,5,6,7) , then convert the number in a string text and play from sounds/music folder and you place str(yourvalue) in there.

    then you need to build on the number picked what audio you want to play, or have the files named like that and tell the audio to play that file using the set source i think expression or play from folder... been a while since i used it. there's different approaches let me see what i can do in 2 minutes.

    Edited: yiuyiu6666 i think 2 minutes past ... my bad if was more than 2 here is a random audio capx

  • Hi guys, i'm having this weird problem;

    I'm making an object spawn every x seconds. and it bullets to the left.

    On created, set animation to: "choose ("1","2","3","4")

    the object spawns 1 & 2 spawn perfectly, they bullet to the left. but 3 & 4 spawn and bullet to the right.

    How can it be that animations inside the same object are set in different bullet speed/direction without any programming of it?

    im pretty sure (90%) you have a image point problem. if 1 and 2 are spawning correctly then your 3 and 4 have the wrong image point position unless their centered on all frames and animations and then is a logic problem in your code.

  • I don't get it..

    If initial score=500 and I want to add 20, then distance(score,0,rewardedtobeadded,0)/10=48

    What should I do with this number?

    let me do a capx il edit here ! better to show then tell.. i know the math sounds weird but works from what i tested on other projects using that "formula" for easy incrementals.

    Edited (2 minutes later) : as promised now the division is value "20" not "10"... "10" was what i used for movement but is basically the same formula.

    The so called "formula" it's actually a sort of a no sort of a % comparison of the two numbers no matter what the number is... the increment is always going to be accurate. it's either how is supposed to work or is a C2 glitch... however this is how i always used it... if it's going to change in any update soon... i want to keep this C2 version lol. makes life easier.

    i hope it's helpful and you ( sublimate or who might need it) cut off the extra plugins that might cause problems in mobile compilations. im pretty sure this method works with C3 also as long as you have the expressions there. capx incremental number using distance

    to get the exact ease-in incremental just increase the divided" %" or the value "20" to "30" or "40".

    extra perk "no custom plugins" and works with any number.

    known issues, you might need an boolean/variable/trigger /condition whatever you might call it, to detect when the increment is happening so you dont double time reward if you multi click it(thats if will be triggered by click). if it's only triggered at end of round or achievement or reward for destroying something or collecting some coins then there is no need for extra conditions just copy paste it(make sure you got the global variables in your capx when you transfer and add the "trigger one time" properly).

    sublimate check the capx above maybe is a better alternative for what you want.

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  • I understand you want to animate your scores?

    I made a small demo:

    Tween Demo

    CAPX

    you could achieve the same thing with distance(score,0,rewardedtobeadded,0)/10 i think.