GeorgeZaharia's Forum Posts

  • I think the answer might be NO, if you mean the exported project file animation that has some weird .lala termination or what ever is called, reason being is that those programs are open software, and so far at a quick glance i couldn't see a SDK so you can make a plugin and integrate them into Construct3 or any other software.

    But you can export spritesheets? If so, just use the spritesheet animations i know is tedious and heavy as file size but it's the price we pay for using unknown barelly out of the laboratory type of software. id just save 100$ and buy a spline or dragonbone animation license or that brushmonkey software one that is featured on the scirra store, since they have active plugins that are maintained in Construct.

  • sir i am making an android game it was an platformer game 500 level in the game and 32 by 32 tileset and 854 by 480 of the game screen and i am using bunch of assets so tell me construct is good or not for me

    and its good or not for makinga an android games tell me ?

    even if you design the 500 level pack 1 by 1 with different assets im pretty sure Construct 3 can handle it, as it won't load all assets in 1 shot, but only when you load a specific layout/level,

    however why limit yourself to a 500 level pack?

    you can design each level to be randomly generated on parent/child schematic and use fragments of level design to come up with unique non-repeating levels without a level cap.

    i think there was a platformer youtube tutorial that was doing this, at that point the only memory you will use is HDD space as GPU / CPU / RAM will always be at the same usage.

    Short answer to your question, yes Construct 3 can handle your 500 levels.

    Long answer however handling them depends on lots of factors, while it can handle your levels, it is vital and important that you optimize your game to be loading and performing optimally, if you do a bunch of levels and have a 100,000 lines of code that repeat and are broken then those 500 levels might feel slower or unusable.

  • > holy sh*t that is amazing, pretty sure that recording of the 26-27 files was a pain in the butt? XD

    Pretty sure it was! But not for me :) I got these recordings from that link you posted:

    https://www.youtube.com/watch?v=RYnI_ZLj5ys

    hah i didn't even noticed the repository :) i think was someone around forum that was collecting capx example and posting them somewhere around? this should be a good addition to that website.

  • Here is my attempt:

    https://www.dropbox.com/s/c4m5x2rx9wxj4w0/Text2AnimalCrossingSpeech.c3p?dl=0

    holy sh*t that is amazing, pretty sure that recording of the 26-27 files was a pain in the butt? XD

    playback rate 2.5-4 is closer and smoother amazing ... not sure what the use of this would be but ehm... great stuff

  • yea so you have to assign as i said for each letter detected in the TEXT file you have a "audio file" that sayis something, like A saying "Ah" and then when u play that with audio plugin, you can adjust the pitch speed, etc and make it sound like that... in order to Asign the A to "Ah" b to "bah" etc you have to do the manual work, as there is no library for construct that does that .. plus you will need "custom audio files" it won't sound the same if you pronounce perfectly A but instead you have to pronounce how is heard "A." so ... is a bit of work to be done.

    if im not mistaken R0J0hound or dop2000 had some midi player thingie that was assigning .wav recorded notes to some keystrokes on keyboard... that should probably work, you just replace the keys on keyboard with the TEXT detection of the letters that appear in screen.

    however the midi file example im talking about is like 3-4 years old example lost to the time in the Construct 2 section, you might be able to find the post if you do a "Construct 2 midi to keyboard player "search something like that..

  • here is a construct 3 text to speech method that is supported by default, this should give you an idea on how things should go.

    text-to-speech

  • you have on space down everytick, is on floor everytick, is not moving everytick... you need to swap the

    on space down, to on space pressed, and should work.

  • i think he means the readout of the chat, mumble voice in the new animal crossing...

    this guy explains it here in this video

    i built the animal crossing voice in 64 lines of code

    his approach is pretty good and you can replicate it with Construct also. i think Construct also has a text-to-vose synthethisizer and you could high-pitch and speed up the way it's read the text im to busy to play with it... but you could do it by following that video also it just requires some sort of "events script, that plays the ABC recorded sound" for each ABC letter found in your text... hope it helps.

  • wow, you got in game award festival, as featured, that is amazing :D i need to watch this further loving the progress so far! amazing work .. keep it up!

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  • here is what i found on iphone 11 now others might vary i think but overal the bottom part where says

    "Audio playback" & "Video Playback" is what you need to use. seems for audio/video you could go with H.264 which is .avi format, i think. but for most surely if you got the apple format what is it

    iphone 11 specs

    if that doesn't work, it might be a compiler issue, have you checked if you get any errors on export?

    i remember in C2 there was this "media plugin" or "video plugin" that we used to play movies/videos inside C2 and even playback some Mp3 since C2 didn't allow .mp3 format. but in order to play those files we would've used the h.264 codec inside the plugin, which was selected from a dropdown thingie on the plugins settings. Not sure now if C3 changed to much on this aspect, probably ...

    im still at "placeholder" mechanics in my game, il probably hit the same snag when i go to "audio" section.

    also for me on google seems that for audio codec this comes 1st result

    Edited: oh wait... this is in Construct2 area... you have to playback your audio/video files using that media plugin and select H.264 format and fil in the url for file in there, there is no default way for IOS as far as i remember in C2.

  • as oosyrag said, use a global variable, but instead of multiple sprites, id use animation frames, but same object for example you can have 1 sprite called CAR and inside the CAR object you can have a animation with N = infinity number of Frames.. each frame can be a CAR. or a BodyKit for the car, since you might want the Wheels to be animated independent, or use physics to rotate them. Make sure you turn the animation speed to 0 and the Loop of animation is "unchecked"

    then what you have to do to swap the frames/CAR is when you click the button you set the global variable to 5 for example, and then set the action for the CAR as follows

    Button on clicked = Set Global Variable = 5;
    		 = CAR Set animation frame to Global Variable
    
    

    And that is it.

  • hi, i didn't made the fade-out effect, but made the circle and other stuff... ehm, for the effect, im pretty sure Gigatron has this effect or had it for Construct 2, not sure if he ported it to C3 tho, forgot how the effect was called.

    anyway here is what i have for you hope it helps (not commented but is straight forward, easy to understand)

  • Ok I read carefully all your answers, thank you so much, it's very clear and specific.

    Which it leads me to ask 2 more questions :

    1) Is there a difference between a copyright or a patent ?

    Or is just a way to speak ?

    2) If I try to make a template inspired by famous games, taking the max of precautions, but unintentionnaly, I infrige a copyright or a law, etc.

    My question is : are they going to warn me first and ask me to stop the sales and retire my template or my game from the market ? OR are they going IMMEDIATLY to sue me ?

    Because despite my efforts to follow the rules, of course I will retire my product if they ask me to. But I want to be sure to be warned first and not be pursued !!

    Thanks for your answers ;)

    From my personal knowledge (not a fully fledge patent person or copyright person, just self informed, i might be wrong, but again this is how i understand this 2 things), a patent applies to physical products and software that was never done before and the person that did it "invented it for the 1st time" like ... "attaching a zipper to a hoody to take off your sleeves" or "develop the first cryptocurrency" if the bitcoin people did a patent ... no other cryptocurrency would be alive today, but luckily they didn't ;) to get a patent you have to spend a lot of money and time and you need several people to do "official documents, drawing schemes, how things work etc" price varies from country to country.

    Copyright is a "Artists type of similar protection" being it a book, artwork online etc. the moment you published something original you are covered/protected. now not sure how you prove your rights on the copyright.. its a bit confusing, cause no other company, like in the case of the patent, says "yea this dude made it first and has the rights to it, and we are witnesses, and this document proves it".

    but i think you are safe, considering your game of choice to "clone" its a generic sidescrooler, even construct comes with a "Example template" by default... so i don't think they will sue you for gameplay "similarities" but they can for graphics and characters that look the same, story line etc.

    as per your last edited question: they will warn you first and ask nice to take it down, or have a meeting with them and share some revenue or pay some "non-exclusive license fee" it usually how it eventually settles in most cases.

    my personal advice, try contact the original developer, see if they offer a non-exclusive license, for you to be able to use that gameplay concept, since you are not buying a license on the actual source file of the game they made, the price for it, will probably be in the range of 3-4 digits.

    On other aspects, just ask a lawyer that is working with this type of stuff.

    Hope it answered your questions

  • i know you solved it, but here is my solution, not even sure if this is what you wanted :D

    touch Controler

    but if your title is corect, in order to turn the angle towards a object position when you click it, just give it a target XY and use the sprites functionality "turn angle towards position" and it will rotate towards that object.

  • I am not a lawyer so this is not legal advice (you'd have to talk to a real lawyer for that), and the law varies around the world. But on the whole I think you are OK so long as you do not use any of the exact same assets (artwork, audio, etc.) or code, since that is all covered by copyright, nor the same name, since that may be a trademark.

    Same here not a lawyer, but i looked intensively into copyrights over the years, and basically those are the CC rules (what Ashley mentioned), as long as you change the games look "reskin" don't use their assets, name and code structure(has to be different, you can use the same language, but not copy/paste anything that looks like the original ( and in some cases tetris don't use their layout size or object shapes - a lot of people got sued in court for this type of reasons, but this only happens, if the company wants to pursue your game/content and if its hurtful to them, in the tetris case, was a russian guy cloning it and calling it tetris something else... tetrisltd went in court they had a patent on tetris assets/game format/ how many pixels per row etc. i think they won the case, but then the court dismissed all claims similar to that cause tetris case created a precedent, and something wasn't right... tetris got in the end somewhere around 250k USD or so don't recall properly... it was early when they released the 1st game, and the guy that cloned it was hurting their income, releasing a exact copy with different shapes in the same time.)

    in general you are safe to "inspire" yourself from other games or existing products, it's only natural otherwise innovation would basically stop, same as how Construct looks and runs similar to ClickFusion and GameMaker but doesn't mean is a clone of those engines, is just a competitor.

    However, if the company that holds that product, has a patent on all the game aspects, you will be in a bit of trouble if you copy stuff that is visibly identifiable.

    But if the product has no patent, and it was already released to public, they will never be able to patent it, all they can do is sue for "artists copyright" that covers, images, sounds and fonts and other design stuff. gameplay style is not protectable at this point.

    Anyway, id double check this with a digital product and online distribution lawyer for official confirmation but this is what i know for stuff being "roughly legal/illegal" for the past ehm, been i think 8 years now...

    Edited: sorry seen to late Skymans reply... we basically went over the same thing 3 times lmao

    Edit 2: side note, worst case scenario? you get sued, all monetary gains you earned you have to give it to the guy that owns the rights for the artwork, gameplay etc... and you might be allowed to keep like 1% of future incomes if you play nice and beg for it :) otherwise, you lose the product. but in the end depends what is the original creator going to do as legal pursuing his rights... he going to allow you be in market or not.. if he allows it, you might get a copyright claim, and some % funds goes to him similar to youtube, or your game basically is taken down, but if you launch of ios ... ehm... i wouldn't do that, see apples platforms TOS... or even talk with one of their contacts... as google goes... anything goes there..

    also forgot to mention .... nobody will pay you for your lost time, and court driving, and appointments to lawyers etc... so if it will go that far... you risking a lot of your time for something that isn't even worth it, cause if its a clone its probably gonna make like 50$ per 100,000 views, not even close to the prices lawyers ask per hour.