jobel's Forum Posts

  • to be clear: I DO NOT want to access a web page. I just want to put the data in the game and have the game be able to modify and retrieve info from the table.

  • Previously I was using C2 and Rex's CSV plugin made for an incredibly simple ways to make tables that would save info about my game in between layouts. I use them for everything, and the CSV syntax is very easy to use and minimal.

    Since CSV object is not C3 compatible, what is the best way to load my Google Sheets into my game?

    I like to modify my data tables via Google Sheets, then when they are up to date, I downloaded them as CSVs and would copy pasta into C2.

    Construct Array syntax is less than ideal, same with AJAX/JSON afaik.

    I want to read the table into memory and search the table for an entry and return related data (like a database). What is the best way to achieve this in C3?

  • is there a way to search through tutorials and I am not seeing it? all you can do is sort by difficulty, written/video or language.

    you used to be able to search through them. I know you can use Google to search, but an on site search would be much more preferable!

  • Does WebRTC benefit from this or is it something else entirely?

    steamcommunity.com/groups/steamworks

    Tagged:

  • thanks GeorgeZaharia that might do the trick actually..

    but like you said, I would also be interested in knowing how to do any angle. R0J0hound if you are interested in taking a look? thanks!

  • GeorgeZaharia well it seems like all I need to do is to rotate the image (not the sprite) to the correct angle, then I can size it from there. But I'm not sure how to do that. Probably that Paster plugin does it maybe?

  • GeorgeZaharia link should work now.. sorry.. first time posting GoogleDrive link..

  • GeorgeZaharia I updated the link..

  • see .c3p

    I have a sprite of a circle and another sprite showing part of that circle being lit up. When its a perfect circle I can rotate the light and it looks good.

    However, I want to distort the circle to encompass different sized boxes but I can't distort it at different angles. perhaps this isn't even possible?

    thanks!

    NEW link should work!

    drive.google.com/file/d/1NqyZ5pgtJMFgozuI_tP5XJmPenjXMEgb/view

    Tagged:

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  • Thanks for those! some good ideas! the map generator is nicely done, much better than my attempt. But needing to know bordering states is probably my biggest issue right now.

    Another idea would be to nix the roads and just use a text variable with a comma separated like of the uids of the neighbor countries. It's a lot more tedious to set up though. Could be simpler by making an in game tool to help do it.

    I like this idea, but I'm thinking of having about 20 maps. I want to dynamically figure out neighboring territories. Also my idea is to have friendly neighboring territories add to your defense (of the territories being attacked). So I will need some sort of function that I can keep calling to identify counts of bordering territories.

    Because I am having 20 maps I don't know if I should the actual territory objects should be made up of "tiles" and then bordered somehow. That way I don't need to hand make (26 to 48 * 20) sprites! Then there's the issue of identifying the shape of a territory.

    Lots to consider!

  • hi I'm looking to do a turn-based game like Risk...selecting territories needing to know bordering and adjacent "tiles" and possibly a map generator.

    just wondering if anyone has done it or worked a similar process. I searched forums and didn't find much.

    I was thinking of setting up a grid system of numbers and number all the tiles, then flag all the ones that makeup a specific territory. Then I would need to give each territory a number. But then it would have to be setup so I knew which territories were adjacent.

    Like:

    0 10 20 30 40

    1 11 21 31 41

    2 12 22 32 42

    3 13 23 33 43

    When territory 11 attacks you could check the territory they are attacking to see if it adjacent.

    if (atk_terr > (att_terr - 11) AND < (att_terr + 11))

    *although I would have to compensate for being in the first or the last column which is fine.

    I could maybe fill a giant tilemap with squares and make the shapes of the territories but it probably wouldn't look the best.

    Anyone else have ideas? Thanks!

  • is there a way to change the color of the tab for Event Sheets and Layouts? I notice when you open them they are assigned a random color. Is there a way to pick a specific color?

  • I teach a college elective course called Interactive Game Design using C3 and UE4. The students are mainly art students and definitely not programmers.

    They take very well to Construct (and less to UE4). I usually start out the semester with 2 weeks of BASIC programming (repl.it) and we make text based games. But the biggest challenge besides picking is the actual game loop which is why I start them with learning old-school loops in BASIC so we have a common frame of reference for what is happening in the game engine. A lot of my students are animation students so they understand frames per sec so that's also another way to explain it.

    But wrapping their heads around triggers (green arrow Events) opposed to something like: System Event: Health <= 0 ---- they have a hard time grasping this will run 60 times per second.

    The first few projects I only use behaviors and little Event usage. Then I get a little more advanced with variables and basic AI. The other major hurdle is teaching them "flags" or booleans. I don't even touch arrays unless the student is more advanced. UI stuff I also keep VERY basic as that can become some of the most difficult things to code...

    A lot of students go on to make really interesting games and I think they get a lot from the class because they've been able to produce something they are proud of.

  • It's the same idea, yes - you need a user input event to unmute audio. However the difference is Construct automatically unmutes audio for you at the first opportunity. So you might not need a "click to start" preloader, unless you want to avoid sounds being cut off prior to the first input.

    NW.js won't ever implement this - they've already turned off user input requirements, e.g. you can request fullscreen at any time in NW.js, whereas the browser requires an input event.

    good to know, thanks!

  • FWIW Google just announced that they will revert the autoplay change... and then reinstate it in October. This is totally bananas because it will just repeat the same problem, but later. Still, you have more time to re-publish content now.

    So will the new standard be like Browser>RequestFullscreen? (requiring a user interaction). So we should always have "CLICK TO START" at the beginning of our games? Will NWjs eventually implement this as well?