PabloDev's Forum Posts

  • "Wait 0 seconds" is used to wait 1 tick but ... "Wait -1" also wait 1 tick?

  • Thanks, that was the mistake.

  • Hello, any idea why this error occurs?

    If I disable this line then the error doesn't happen.

    What's the point?

    ---

    Digging further.

    If I put 0 in this parameter, then the error does not happen.

    That has nothing to do with the Tilemap object.

  • The same thing happens to me in Chrome for PC.

    There is a Rex plugin to simulate pressed keys, I have not tested it, perhaps simulating the pressing of a key with the plugin so the audio will start immediately.

    Or this:

    gist.github.com/demonixis/57264cd34e2bf7bcd0ae

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  • It depends on the events that you are executing / processing.

  • You can't use "Wait" or "Every X seconds" with values smaller than 0.016, because your events run only 60 times per second (not 1000 times).

    Edit: sorry, didn't see jobel's comment.

    Just use time or dt expressions.

    https://howtoconstructdemos.com/simple-stopwatch/

    Hey, thanks for the link, its a good resource.

  • There are several threads where they explain it, you will have to search or maybe ThePhotons will explain it to you.

  • Another track, this time from the first zone, the most basic.

    I am still composing the tracks that I will use in the game and in the version that I will upload to itch.io. I need to do some more tests and I think I have everything ready to publish this alpha version on itch.io.

    Regards!

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  • So there are only two options for someone who wants to distribute in open source zip html5:

    1 - You must specify in the license of your game that the c2runtime file is not open source.

    a mid-level user will not know this.

    2 - Delete the C2runtime file, but this will make your game not work.

  • I think I understood the question.

    for example, I distributed the html5 version of my game as open source.

    Can someone else use the "angleDiff" function for their own game by copy and paste directly?

    Yes that's what I mean!.

  • If everything is distributed in a zip.

    They can take the code and adapt it to other needs, other engines etc ...

    For example the code of the Flash behavior is seen in the c2runtime file and could be adapted to another engine / language.

    The code is visible if I distribute everything in a zip, the c2runtime file will be in that zip.

  • Yes, that happens in the case of an exe file.

    But...

    If I do an HTML5 export, the c2runtime.js file has all the code visible.

    If I say that my game is open source then any user can access that code and do whatever they need with the code.

  • Well, I publish my game with open license, I allow you:

    Modify my game code

    Copy and redistribute my game code

    Copy art and do whatever you want with art from my game.

    My game is completely open in all aspects.

  • I still don't see a clear answer!

    What if in the supposed case that I publish an open source game and a user decides to adapt the code of a behavior to another language?

    I mean, the user researches the code and adapts that code to another language.

    Because I gave him license to do it when I publish my open source game.

    That is what I am asking from the beginning.

    Can you adapt the code of a behavior to another language?