Joao Daniel 2022's Forum Posts

  • blob: URLs are not shareable - they represent local data only. You can however use AJAX to load a blob: URL in to a Binary Data object, and then share the Binary Data object as a file.

    Hi Ashley! I managed to switch to the share plugin, and I put it in .mp4, but when I share it on whatsapp or telegram, I can even play it on the sharing screen in the apps, but it doesn't upload to the apps or anywhere else. not sharing always gives error when trying to share,

  • Hey guys! I'm having trouble saving a video file from the game recorder on android, I'm using the share plugin to get the url of the video record, but it gets a localhost link..... and not a video file, like can i fix this?

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  • Hi everyone, I'm new to the file hosting area, I don't understand anything about saving and loading files on a server, I noticed that in the construct there is no option to load a file on the device/computer, could this be possible in a future version of c3?

    is the following, I am creating a level maker game and in this game there will be an option to save a level so that other people can download and play when they open the game, can you tell me if there is any free site to host these files? And if not, can you point me to the best hosting sites at a lower cost? this is just the first step i will need help to implement the codes in c3, thanks for now ^_^

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  • > it worked but there is always a frame late

    So it is working! You need to adjust your animation, maybe remove the first frame, or move it to the end of the animation. I can't tell you the exact solution because you didn't share your project.

    Thank you very much, you are helping me a lot, I used your idea for the units not to overlap on top of each other, but for some reason when the ones that are moving when they pass over another one that is stationary, then what moves too so, any ideas for the unit that is moving instead of going over the other one just dodge to the sides until you find an exit?

  • The turret sprite (which is rotating) should be invisible.

    The animation sprite (with 32 frames) should be on top of the turret, and should not rotate.

    The "a" in my formula is the angle of the turret sprite.

    I understand what you mean with an invisible sprite to run with a turret and the cannon goes on top visible, I tried your method but the angle still didn't work, the frames were messed up, I did this:

    + System: For each Tank1_Arm

    + Tank1_ArmTurret: ArmUID = Tank1_Arm.UID

    -> Tank1_Arm: Set animation frame to round(((Tank1_ArmTurret.Angle + 360) % 360) ÷ (360 ÷ 32)) % 32

    it worked but there is always a frame late

  • You can't rotate the same sprite!

    The rotating turret sprite should probably be invisible. And then there is another sprite on top of it, which is playing the rotating animation.

    in fact the cannon is positioned on top of the tank and what is rotating is the cannon itself, really i don't know what's wrong

  • Try something like this:

    Set animation frame to round(((a+360)%360)/32)%32

    Where a is the turret angle.

    Hey! I did it the way you taught me but it's not working, the frames are all messed up and don't fit the angle

  • This is difficult. Try searching the forum, many people have asked this question.

    I have a couple of examples, but they are quite complicated and not very good.

    https://howtoconstructdemos.com/avoid-overlapping-while-moving-with-pathfinding/

    https://howtoconstructdemos.com/prevent-multiple-enemies-with-pathfinding-from-overlapping-easystarjs/

    Thanks for the examples I will study them.

    I managed to solve the 8-way angle problems, I need help solving this problem, I have 32-frame angle units, this image turret needs to adjust the frames along with the rotation of the "Turret" behavior, how can I do this?

  • dop2000

    Thanks man, now I need to know how I do it so that when I select several of the same unit, they move in groups side by side the same in age of empires

    media.moddb.com/cache/images/mods/1/24/23053/thumb_620x2000/New15.png

  • When moving angle between -45 and 45 : "right" animation

    Between 45 and 135: "down"

    Between 135 and 225: "left"

    Between 225 and 315: "up"

    i'm really not very good at math, i was trying to do the angle calculation in construct 3 which is different from a 360 ruler so i was struggling, thanks for helping me get my mind to work now i really got it working the angle in c3 and managed to do the calculations, God bless you

  • If you are controlling the character with keyboard keys, then 8direction will be the best choice. Otherwise you can use MoveTo or Pathfinding (if there are obstacles and units should walk around them).

    Check out this example:

    https://editor.construct.net/#open=pathfinding-groups

    All these behaviors have MovingAngle expression, which you can use to set the correct animation. See these tutorials:

    https://www.construct.net/en/tutorials/animation-management-8-712

    https://www.construct.net/en/tutorials/direction-based-sprite-251

    Hey! can you help me with these angles?

  • If you are controlling the character with keyboard keys, then 8direction will be the best choice. Otherwise you can use MoveTo or Pathfinding (if there are obstacles and units should walk around them).

    Check out this example:

    https://editor.construct.net/#open=pathfinding-groups

    All these behaviors have MovingAngle expression, which you can use to set the correct animation. See these tutorials:

    https://www.construct.net/en/tutorials/animation-management-8-712

    https://www.construct.net/en/tutorials/direction-based-sprite-251

    Hey! I'm trying to make the movement fit the pathfinding angle but it's very confusing to understand, here's my project mega.nz/file/vIgiFBYS

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  • Hey! I'm developing an age of empires survival style game, and my unit sprites will have animations in 8 directions, do I need that when I select these animations to move on the map, the animations match the angle that the units are moving? what is the best behavior for this, MoveTo or 8direções?

    and I would also like to know how I would make the units, when selected, move all together like in age of empires?

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  • You can significantly improve the performance if you change the tile size to 2x2 or even 4x4

    thank you so much, see👏👏👏 God bless you 🙏🏼 I will follow everything you taught me

  • No, I have a mid-range laptop with integrated video, definitely not gaming.

    Can you share your latest project? Because when I set tile size to 4x4 it runs very smoothly.

    Hi sorry for the delay, here is the updated project with the same slowness when I delete tiles from the tilemap mega.nz/file/iV4R3RyA