GeorgeZaharia's Forum Posts

  • I may have misunderstood you, but if you are talking about the screenshot in the first post, there is no way the first function can disable the remaining two. All conditions are evaluated first, and if they are all true, then all actions will be executed. So all 3 functions will run one after another, without any pauses. Even if one of the functions changes the variables used in conditions, it won't matter, because they have already been evaluated.

    Hi Doop, you understood me correctly, i was thinking the 1st function call can disable some conditional logic parameter before the 2nd function or 3rd fires up, i know it shouldn't happen as you said, since that execution was already evaluated, but strangely enough in C2 this would be a regular thing that happened. and i was thinking that issue would've passed on to C3 as well... since nobody knew what would be the cause at that point... this sounded to me as a good reason .. hi hi ! ^_^

  • I mean, it would be very strange for the bullet to hit the center of the enemy while the cannon is clearly aiming for the top left sooooo...

    I mean both (;

    ehm move the origin point of the target? or make the image container frame larger, and have the image be smaller inside? not sure why hitting the center is a issue, all games are doing the same thing. but i guess ... imagepoint reposition will fix it.

  • by aim for another image point you mean the turret bullet to hit another part of the target? or the way the turret is following the target?

  • if you are in a room, disconnect from room.

    if you are the host, disconnect from signaling server. (this will close the connection for everyone).

  • im pretty sure your OR 3 conditions under while needs to be as subevents... and not on the same conditional line as While.

  • Yeah makes sense, was working on this late the other day, but from what I remember it failed when any of them were toggled on no matter which one I chose.

    Hi if you read what i typed, you will narrow down the issue, the problem is in the function calling. there is a pause between each function you call, therefore make sure to rearrange them.

    this sounds like when the drag and drop conditions happen, the 1st function call will disable one of the conditions and the other 2 remaining in the action list will not trigger.

  • you need to also pick the text object to match the item uid ... or something that pairs the text to the object you create...

    Edited: for example i mostly used local variables on objects... and do lets say item.orderid & text.orderid

    if you have a dictionary or array with your item, you can also set that variable, and when u spawn the text object just feed the orderid of the item on the text orderid.

    and then when u add a new item in your inventory pick the text that matches orderid with item.orderid

    something like bellow code

    repeat 5 create item at XY 
    	set item.order id to loopindex
    	create text at item.X item.y + 10
    	set text.orderid to loopindex
    on click add to array item.atorderid + 1 
    pick text.object by evaluate text.orderid = array.at(text.orderid) set text to array.valueAt(text.orderid)
    
    
    

    the above code might not work properly, but should give you an idea on how to set the text and pick its value, depends on how you declare the orderid or value you pick/pair items to text object and viceversa.

  • here is a simple stacking inventory item adding subtracting using array... in C3... C2 should work the same... hope free version can use arrays? not sure..

    example inventory stacking items

    now i know that the example above just adds and subtracts to a entry, but based on that entry in your inventory you can create N bottles of potions of apple juice for example for the value at index 0 in this case.

    by doing something like

    on start of layout
    
    compare array.AT0 
    for "x" from 0 to 4 (lets say your inventory width item has 5 slots width only visually) 
    for "y" from 0 to array.at0 (but unlimited height cells)
    
    	action> 
    		create object on 
    			inventoryslot.X + loopindex(X)*item.width
    			inventoryslot.Y + ((loopindex("x") + loopindex("y")) /2) * item.height
    
    
    

    if the value at array0 is equal to 10 for example you should have 5 columns width of apple icons and 2 rows

    the above example is not that useful when you have large ammounts of items like in a crawler dungeon rpg thing... but does it jobs if you have a small inventory of like 5-10 items... i think there was a example for a stacking inventory like dungeon crawler type around here... doing a insert/pop array thing but its been years and the tutorials area got sort of mixed up. happy hunting and hope it helps.

    here is one that looks like the one i was thinking at ... maybe is newer than the one i was thinking at

    but has item categories and stacking inventory.

    rpg inventory + equipslots c3p

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    it is possible yes, but performance wise, and project future expansion etc... personally i don't advise it... i mean nobody can stop you, im just saying it will be more practical to replicate that in vue.js or something similar.

    but if you want a prototype that has no backend, yea u can definitely use Construct to do it... as a interactive slideshow of sorts etc... many companies are using construct as a prototyping tools being it for games, admin dashboards, websites etc... i even used Construct 2 not 3 ... which is way faster(3 is faster... and i used the old C2 slughish boy)... to prototype a arcade sort of steam clone ... with a admin dashboard... sure was just a slide show interactive elements etc... showing what was about and how it could interact with stuff... and to my surprise even tho the project ended up being something like 500mb ... it run pretty smooth. but compared to a native vue.js you have the same power even faster... in around 10mb or less. plus the scalability on the backend... etc ... way better on vue.js type of environments..

    that is why there are game engines, and website programming languages. sure you can make websites with game engines and games with html5 and css and some javascript ... but both have downsides to each other.

    i mean if you can code ... i would code it... but if you can't code... Construct definitely will do what you need it to.

  • drag and drop will fail in 1 certain situation as far as i know. if you set the position of an object by events while dragging it will cause drag and drop to fail. other conditional logic shouldn't affect it unless some conditions returns false which will basically not happen since the condition logic you have is not meet.

    based on your conditional logic they should work, however they might fail on calling the function and execution and their respective actions

  • I found the "pick nearest/furthest" condition under the "size and position" conditions and set it to pick the nearest Enemy family instance to the x and y of the hitbox. But now I am having trouble figuring out how to make the bullet move to the instance that has been picked by the condition. There doesn't seem to be an obvious way to actually return which instance is chosen by the condition. How are you supposed to do anything with the information the condition gathers?

    when you pick nearest on the action on that condition you need to create the bullet, and set its angle towards that picked family member. you can't otherwise... i mean you can but you need to save the position of picked family member into some array or variables then create the bullet and set its motion angle etc... depends on what you need the bullet to do, if its one bullet or multiple bullets, like continuous shooting.

    you can also have 1 variable and pick the familly by its value, like IID ... save the family object IID into a variable, then use on shooting create object at gun position then a subevent and pick by evaluate the family.iid with the variable value you saved before, and then create the bullet and set the angle towards that position of the mathcing family iid = value

    here is a example of what i "burfed" above.

  • try using this format, and i suppose the syringe pulley with rubber is a different sprite than the syringe itself. Let for this example name them object2 for syringe body, and object1 for syringe movable part.

    Everytick > object1. set position. to object2.x, object2.y
    
    On Touch is Touching 
    If touch.x greater than object1.x >action> object1. move at angle 0 > min(distance(Touch.X, Touch.Y, object2.X, object2.Y) / 3, distance(object2.x,0,object2.bboxRight-20,0))
    
    

    in theory should work the same as the physics catapult game example but only towards angle 0 no Y no other stuff.

    and limited to the length of the syringe body X position (please check origin point in animation frame they have to be similar) to syringe body bbox-right or right edge... since we don't know for sure exactly what that image size is... from needle to a 20% near popping the interior pulley out.

    no need for drag and drop behavior at this point.

    here is the code as an example file

    Edited: wait what behavior is that boundedDrag&Drop? is that a custom behavior or official? :O never seen it lol. in theory should be the same as my code... set boundry min to 0 max to 170 or so... depends on your syringe size length... also make sure you trigger the drag and drop only if the mouse.X is greater than the syringe body X and syringe body X needs to have image point near the needle or where the needle meets the plastic area.

    Huh website is acting strange, well that is it for me... to many fiddling on this product... never polished or finished. Hope it helped OP! :) i have to go to work now! have fun.

  • This is a html5 engine, which thoise consoles do not run. IT is not related to Construct.

    I know the guys at Ratalaika port C2 and C3 projects (and a lot of other software) into PS4, XBOX, Switch etc. They are working on PS5 as well now.

    The point i was trying to make is based on what Ashley said, which is "contact sony" so they will develop the exporter for Construct or support html5 in their platforms. and if you read the entire post i made, you would see i mentioned a community poll that would take votes/requests in consideration and Scirra could help advocate/pitch our request to sony, this way is more official, coming from a company to another company, than each individual flooding sony channels which eventually will block everyone, they are already a bit iffish when coming to "pitching ideas" from individuals that are outside a company. so our requests to support html5 as individuals and not backed by a well known product developer as Scirra will instantly be ignored or trashed.

    And the point above was to avoid, having to pay 30% of your app sales to Chowdren, or 10,000$ for something that every other game engine, supports it natively. i know those engines are in C# or C++ but .. we could atleast try? cause having a native exported interpreter in Construct implies workload that Scirra doesn't have at the moment need for. and i get it. but outside the fact that are N platforms outthere and only 2 methods to actually publish.. steam/desktop xbox which is another way of saying desktop... and html5 websites which most of them can't be monetized... cause the plugins for them are not fully implemented they are like bare minimum, and i know there would be a reason saying, now with JS support everyone can implement the API they want... but for non-tech people, and as for what Construct originally stands for ("no knowledge of coding publish everywhere" if i remember correctly.)... that is not an excuse.

    Edited: again sorry for bringing this up again, was just few ideas... which i think every developer in here that want to make money with their games, and actually focus on what matters "quality and developing" and not contracts with 3rd parties and publishers.

    Edited2: to the op i quoted ... can you ask Ratalaika to check their emails? i sent a couple of them over a period of 1 year no reply... so ... not sure how their business works... but not responding to emails would be counter-productive, and not really an option as you said, since they don't reply to everyone that means they don't port games for people that they don't know, they should take their service down, or make it private not public. the only option i have now, is to learn C++ or C# and do the game from scratch... which all the work i done in Construct would be pointless since the code is entirely different, and can't reuse it. plus i already knew html5 is not supported on ps4, but as i mentioned in C2 html5 engine.. was a way to make it for sony consoles by "demand" plugin exporter. i just dont want to mention it cause is probably obsolete, and it seems the channels for that "demand" has closed on sony platforms. probably not enough interest, but if you watch closely, more and more developers are coming here, with quality games, and after 4-5 years of developing a game, no real way of releasing on sony platforms or consoles in general, for real now, who cares about xbox since they support steam? i mean... is redundant.

    Edit3: at scirra .. here is a reason i don't want to use a 4th party, is not the % or the amount they want to convert the game, is the fact that i depend on a 4th party that i don't need to .. a word from a wise man forgot who said it or how he said it in original form but was something along this line "why involve someone in something that has potential to go big and successful, when you are responsible of it if something goes bad?"... from my point of view, having a 4th party to a 3rd party is ridiculous dangerous. (the 3rd party here being scirra with the construct engine).

    Edit4: at scirra .. Again sorry for zombifying this, and probably is a exhausted subject by now, and you are tired to talk on this subject... but food for thought (not to mention the benefits of scirra as a business if this gets approached good, cause they are obvious).

  • Switch support was discussed recently here.

    PS4 is pretty much in the same situation.

    tl;dr: ask Sony and Nintendo for this.

    Note Xbox One is supported.

    Don't really want to zombify this, and i am truly sorry for actually doing it, while it makes sense what you said Mr. Ashley , wouldn't a pitch from Scirra to Sony be more helpful then each individual person going to them? and most of us don't have no clue where to contact them, and mostly sure they will ignore us, as would be like random people chattering about Construct in their forum.. or their support contact channels, and they will just eventually block everyone mentioning it?

    As of now, there is 1 way i know about how to port Construct games to PS4 or Switch and other platforms from Sony, and that is using a 3rd party company like Chowdren (which never reply to emails, even tho that is their only way of communication... strange.), that manually rebuilds your game in C# ... and those fees (which are not cheap, especially if you are a startup company that also needs a publish which takes fees) make literally no sense, when every other game engine out there... is supporting natively Sony platforms ... i remember C2 had a "on demand" thing ... What happened with it?

    Again truly sorry for zombifying it... but could we do a community poll, and have scirra advocate our community request to sony? this way you don't go empty handed... you go with actual tangible requests in your hands and backed up by a N amount of developers that want those features.

  • i just basically want a 3d game

    Thank me later