GeorgeZaharia's Forum Posts

  • Just an update.

    Two people from C2 Discord channel (https://discord.gg/YfMsC5D) tested the capx as well.

    The first person with Win 10 could see the flickering, the second person with Win 8.1 could not see the flickering. So again it looks like Win 10 issue.

    you forgot to mention win8.1 also has no problem recording the screen gameplay. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    I know that plans change, but at the moment we don't even know (officially) if C3 will still be HTML5-only or not.

    yes we do lol, and we do know that from the fact that Ashley is a fully pledge html5 adopter and supporter. i dont think he will change his mind very soon. even if its an entire new product. why this topic still in debate?

  • if u woldv use bullet behavior u wold had the distance traveled.. however since your object is not a bullet and u dont want to mix the 2 of them cause of obvious glitches..

    create a instance variable on the player with the movement controls.

    when any key is pressed (left or right) that enables the movement, triger one time set the instance variable (lets say posx) to players.x then

    compare two variables : distance(player.x,0,player.posx,0) is less then 250 simulate left or right control. that way ur char will only move when the buttons are pressed if the distance is less then 250 pixels. then when u release and press again everything should restart itself.

    Distance limited movement

    if that is what ur not looking for, then what said for the "teleporting movement"setting the .x to + 250 or -250 wold do it.

  • i think the issue, is that your pinned action happens on a continuous loop, try calling the pinned behavior action, on a trigger once sub event see if that helps.

    if u dont have more then one animations for the shield ball effect, the animation should start playing by its own once its spawned, if the animation speed has a value higher then 0

    however we cant help u exactly without a snapshot of the actual event system u have or a simplified capx of the issue.

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  • who told you [/code:xkav2m74] the expression is on browser object?
    (rephrased : what post told you that @KKdenis ?)
    
    the expression "Is on mobile device" or "is on platform " and u select the platform from the dropdown menu its found in the [url=https://www.scirra.com/manual/124/system-conditions]System expression list[/url].
    
    yes the "is on mobile" can be detected by using the browser object however its not required unless u need a specific mobile device to be detected, for example u want to lock ur game to be played only on ipad4 or samsung galaxy S what ever... but i doubt u want that.
    
    care to mention that the browser object has mobile expression such as detecting if the mobile button back or the arrow that is inscriptioned on the devices as an arrow ( < >), same applies to menu buttons and others that can be found on most smartphones(outside iPhone which has only 1 button i think.)
    
    i suggest either read the manual, or if that makes u confused, go trough the entire example files C2 comes with... you will learn faster that way the basics.
  • My game was just reproved. It seens their quality bar is very high. Waste of time. I can't recomend unless you have an AA game.

    So we can have an idea about their quality requirements.

    seems you already answered yourself. u need a game that is near a AA game or viral/trending category/theme. plus quality has to be more then usual concepts, also they expect it to be clean, and the fgl implementations flawless with no errors.

  • Can Blender3d or Maya be used to export armature animation to this thing?

    I really dislike 3ds max, nothing personal

    Thats gonna be the thing that wins me over in the end really

    You should have made it a plugin for blender instead of construct2

    the plugin has 3 exporters facilities, Maya which X3M likes the most, Blender which you seem to like, and Unity for those who have unity characters / assets and want to use them, like me

    they should be explained on the first page if not on X3M's blog

    Content :

    You get :

    -The plugin.

    -The exporters for the 3D editors

    -4 fully commented templates + 4 3DS max scenes.

    -Free updates till v1.0.

    -1 year of support, counting from the day of buying.

  • this is really well made, great job. love the song, controls, its well made really. wow big applause.

  • im using random logo's i design, based on what my mood is in the period im active on scirra forums.

    lately im feeling like Snoop Lion of C2 community ............. lol

  • interesting jam, i left a question on the question page that is designated to have questions on it

  • 1000 Thanks for the source file, i will study it!

    no problem at all its a simple capx, check the game description on arcade for the entire list of effects and plugins required for the capx to be opened with C2. have fun!

  • have you tried?

    Construct2 with the following premium plugins: Q3D Plugin And Babylon3D plugin in development but has good start, plus its more closer to what unity does, and is easier to use.

    if those 2 dont do it for you, try as you said Unity and UE4 both free both have visual scripting in some manner, however they are not even close to the C2 simplicity, they are pitched as simple but are not, are very confusing, unless your already used with their interface.

    there are other engines similar to C2 that support 3d godotengine which is free and looks good really(simplicity wise). but i got so used with C2 im to lazy at this point to learn other interface.

    also there is blender for windows, and i think there is a addon for mobile platforms also.

    here is a list i found on internet some 3d engines with visual scripting / there is also the valve engine there, but i dont recommend it, valve allows u to make games with their engine for free, but you can publish only for free(no monetization/iaps/ads etc).

    there might be plenty out there, im sorry if i missed them out, but its really a long list of competitors. id suggest to google and see which fits your needs.

    however no matter how simple the 3d software you choose is, you have to think more to graphic assets, 2d is simple to get it done, but 3d ... well its another ball game, atleast when you plan on doing games that require more then blocks and balls or simple shapes (ie. rigged/animated characters).

    it did look at first as Three.js plugin the Q3D thing, but then i installed it, and its Unreal engine 4 game, based on the prerequestUE4 folder it has created, wrong section!

    goood game though.

  • the new audio visualiser example capx was added on first page of the topic.

    you mean the setup is simple, the math looks a bit difficult. but i love it.

    Topic where we initially started the discussion.

    there is no hard math there, outside the cos() sin() placements i did for 1 row of blocks. the rest is simple + , - , / , *

    the long strays of numbers due to the fact i was to lazy to place the info into 1 variable, so i used the default audio.binfrequencybinat("audio",0, block.id)

    "audio" <-tag of song

    0 or 1 or 2 <- number order of the audio effect, in the order they are added on start of layout in audio effect order wold be 0 is first, 1 is 2nd , 2 is 3rd effect.

    block.id <- order number on spawn, that is used to get the audio.beat level information at that block.id order in the song.

    as you can see i made a repeat 100 loop for each row of blocks, and then picked them up based on frame, the first row is the back one when game plays, it has the default frame,

    the second row is the white one mid picked by frame 1

    and first one in front is the row with frame 2

    then i just repeated the binfreaquency for each of it if audio.rmslevel is not equal with infinity so we dont break the game. (the infinity check is doing a sort of everytick), since infinity isn't reached unless song brakes cause of fps suddenly dropping or cpu utilization spiking.

    the rest is basic rgb color set, and sizes divided by some numbers based on resulted value of the audio.frequencybinat with different analyser effects that have different FFT sizes and smoothing as you can see on start of layout.

    other expressions used abs(anynegativenumber) gets turned into positive number (ie. abs(-1)=1)

    hope i didnt made it more confusing for you. if you follow the Construct2 analyser effect you will see its not big difference, but the fact i dont use rms and peak level, since they are basically the same data, just with different lengths.

    so frequencybinat gives u a more accurate song beat detection.

    the only thing new compared with the official example, is that i added 3 analyser effects instead of one

    P.S i always forget to comment the capx, when im doing something, sory for that.

  • if you still want to create it, as long as you dont use the original Pokemon graphics, and you dont use the official game, logic/programming files(ie. js code etc) you cant be sued. ideas can be patented, however ideas that are made public, cant be called in a Law Court. as long as you do what i said above.

    however this is not a official legal advice, you should contact an attorney and ask him, or contact Nintendo(as i recall if you contact them, they give you permission, as long as you also publish on their platforms, where you also get a % of the income.). the advice i suggested is from my own knowledge.