tarek2's Forum Posts

  • Hi AndreasR

    Congrats for your new Game

    I thought to give you a hand testing it and I will leave you some things to look at that I found strange it may be bugs or may not:

    1-I see that you have some solid obstacles that block the player if he doesn't avoid them by Jumping and they meant to push back the player. but about 70% I managed to get through them by just keep typing the screen, what I mean is every time I got stuck in one of these obstacles they started to push me back for a short but because I keep typing the screen to jump at some point the pushback solids it gets inverted and they push me to the front managing to get away from those obstacles like if they are none solids, even I managed to get through the Microwebs many times so I think you have a problem there unless you did it specifically to work like that, in that case, forget what I said.

    2-If you get pushback to the back Edge of the screen were is the black bar where it suppose to be like the player loses the game, a lot of times it pass that black bar enough that you can't see the player anymore but the player is still running so basically is like I should have lost and the Game should be restarted but it doesn't I'm still in the Game jumping until sometimes I get to see the player Again and sometimes not till I lose.

    3-This one is not a bug but I was curious because I tried to the same thing for many attempts but I couldn't as I'm not sure how it happened, it happened once though. I think it was the first attempts I played the Game suddenly I teleported to a different level where I was flying up with a rocket and you could go just left or right to avoid the spikes, but I remember to go to that level I dind hit anything that triggered to go there like any (sign or Icon) of a bonus hiding level or something like that while I was Running, I was curious because after that I was trying to go that level of the Rocket again looking for any signs or icons to hit while Running, but I didn't see any and I did tried many times. And it was even more strange because when I was on that Rocket Level and died many times but It restarted straight on that Rocket Level again every time I died until I thought to look around on the Menu and all that stuff to see what else you have on the App, so after when I tried to play again it just when back to the running Level every time and I looked and looked to hit any icon to go to the Rocket Level while running but not luck jeje, so I thought maybe just to let you know just in case.

    Sorry for long post I hope you don't take it wrongly I'm just trying to help let me know if you have any questions

  • maranpis

    I think I'm missing something here that I didn't understand properly but isn't that when you by C2 license after that C3 was announced you get the one Year free for C3? I'm asking because you saying you have the C3 license already so if you have that you should have the license for C2 and the only one you would have to pay every year is the c3 having the c2 forever unless I'm missing something, it looks to me like you should have both licenses therefor you will have both options to use and test.

    does this what I wrote make any sense to you? I know probably you have a good reason for that but I thought to commented just in case you overlooked it

  • > Honestly I saw a lot very simplistic Games on ios which you will understand if they don't get accepted

    >

    They changed their policy towards higher quality, but still they have lots of old apps that can't be kicked out of the store.

    I see what you mean, that makes sense now thanks

    still the way I see it and maybe I'm wrong as I haven't read much about it yet, is that the selection to get accepted it sounds like is more as a random if you lucky you will get accepted or if not you will not more like a lottery, other ways they will have given some Rules and guidelines to follow for what they expect from every App to be accepted on their side so at list the developers they have some guidelines to follow if they are serious about releasing Games on ios, because it sounds a very uncomfortable company to work with, there is nothing that hates more than to work with a boos that you don't know what he wanna or expect from you, basically you work like lost in a jungle totally blind as you don't know what things you really need to improve in yourself to make a good job, you will never succeed or go any farther with people or companies like this jeje as you will always be in distress never knowing whats gonna happen in the next couple of seconds unpredictable.

    saying this if this is right, I can understand that maybe they wanna give super quality Games which is good everyone has the right to decide what to offer in his company right, but definitely, that is not the way to go as they don't specify what means for them that "super quality Game" so you have at list a chance to give them exactly what they want.

    But I think this it sounds more like hey we are on the top of the pyramid and we do what we wanna so all that fame this company gained started to play out very badly on their brains. surprising they gamble very much knowing all the competence that they have around and who knows what is coming new maybe far better than iPhones.

    An example of a clever company that they stop and think properly then realized how much money and customers they loosing for having the same mentality as ios is the "Xbox" which they changed that mentality an as results this was born "Xbox Live Creators Program" which I think is very clever from them and it will work out quite well for them, as they still have the same things that had before plus new Indie Games for variety which means = more money = more customers Happy.

    And is done in a clever way because they made two sections the one "cured" which is the one that they check every detail to pass the Game

    And the new one "uncured" which is the one that you can submit any Game an will get pass basically

    I said clever way because the Xbox owners or customers they cannot complain for why you put low-quality Games or something like that, as Microsoft very clearly stated that in"cured" section you will find the top quality Games and "Uncured" you will find mixt of low and high-quality Games so they give them a choice and makes everyone happy I think that's very clever, Apple they should take a note. I cant stop thinking why any company would limit their options and possibilities to make more money and possibly more happy customers at the end of the day a company is nothing without his customers doesn't matter how grate is their product

    A sort interview explaining about "Xbox Live Creators Program"

  • tarek2 Thanks! I tried to release it on iOS, but they are a lot more critical when it comes to approving games. They declined mine so I am in the midst of re-branding, and at the same time, adding more features. iOS also is not very friendly towards new games that don't have a lot of demand. Your ranking doesn't ever pick up if you are an unknown indie developer. When I released Zombie Bash on both Android and iOS, Android picks up way more where iOS get a few downloads, then dies. Will try again soon!

    Woow I'm in shock now as I really didn't see any reason whatsoever to decline your Game it looks pretty cool and fan Hmm that sounds a bit worry, is there any explanation in particular that the gave you for the decline? I would love to know these things to keep it in mind for a reference for the future like what to avoid and what not, Honestly I saw a lot very simplistic Games on ios which you will understand if they don't get accepted but in this case, is like what?? are those people seriously smoking Marijuana?? because indeed it looks like it

    Definitely, you should try it again now that you can show them that is popular on Android, Good luck man and thanks for sharing

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  • Love the art it looks really cool

    +1 For the mobile version too, I'm sure it will do great on those platforms swell

  • Congratulations Man Grate job & grate Game super fan to Play,

    Thanks for sharing that was super helpful and Motivated

    I have one question that I'm curious if the Game worked well for you on Android why you didn't release it on Apple? I'm asking because when I saw it a while ago I wanted to try it and I only had apple device at that time but I couldn't find it in the store, so did you had any problems to release it on ios?? or just you didn't try it

    Thanks for sharing

  • Bravo nice one dop2000

    And mekonbekon

  • tarek2 thanks for the example. I managed to solve it already by limiting how much the second object could turn. Not very pretty solution but worked for now.

    cool man, sometimes the easiest solutions are the ones that work the best haha, I had different Methods half finished so no need to finish them then Glad you fixed it

  • Well since it was ready since yesterday and I was just waiting before posting for that missing info just in case I had to modify it

    I will post it anyway for some else if need it

    https://www.dropbox.com/s/jkfvcw2pie7goo9/GridTileSelect.capx?dl=0

  • Hi MPPlantOfficial

    Grate explanation, however, There are some possibilities that are still missing is important for the logic that's why I'm asking to take it into account example:

    C3 pressing UP = Wich one will you chose, what are you preference Righ or Left, I see that when you going down you preference is Right like on the example you added (A3 pressing DOWN = B4)

    Another Thing: is there any possibilities that in any horizontal line from A, B, C etc... you will find all squares black? because other ways will have to jump to the next Horizontal line that has at list one green square

  • Hi tunepunk

    To be honest I don't know anything about simulate G-force but just by looking at the Picture and playing with it a little bit I came with this, I'm sure is not what you are looking for but I will leave it just in case

    https://www.dropbox.com/s/4kuazkjfecadsjo/lerpAngleToMakeCurve.capx?dl=0

  • Well, if the behavior had this built-in, it'd probably just add min(Self.Width, Self.Height) / 2 to the LOS range. If that doesn't fix it, I'm not sure what you want the LOS behavior to do instead?

    Ashley First Thanks for your time I know you must have a pretty busy life with the launch of C3 and I really appreciate your time on checking this

    For me will be enough if there was an extra option with the Line Of sight where I could just check that box and add the Range say 300 and that's it without the need of making extra subevents checkings distances + sizes etc.... like on my second capx when I say 300 Range it applies to all the objects equal doesn't matter how big or small the objects are on both sides if the (Gap between) object1 and object2 is 300 then is on Range.

    Is like saying if the distance (between the Gap) of shape1 and shape2 is 300 then is detected. That will simulate more a real-world scenario.

    The Line of sight That we have now is working great for many different Games like platform or any other because don't need to have that precision, but many other Games need to have more precision and more control for when the Action they gonna take place if I would have to use the line of sight like we have now, it would work more as a Ramdon because one object will be in Range at 300 other at 170 other 50 etc.... Meaning no control at all for what is happening in the Game and that leads to an Ai broken.

    I could just use and I wouldn't mind using the set up that I did on my second capx but when you have 50 to 100 or more objects on the screen checking distances putting the Cpu to the roofs and causing the Fps drops doesn't look that good especially if is for Mobile Game

    The Reason why I found this is a good time to ask for this is that you are still working to improve C3 and making changes so I think is a good opportunity to upgrade some behaviors like this. I have C3 license that I haven't use it yet and definitely, something like this will make me jump on C3.

    I'm not sure if it's only me that I have this problem or are others with the same problem but you always say show me the proof so I gave you just a small test of a bigger picture and I think I gave you enough evidence to back up my case and to make the point that indeed this feature is needed. And now I leave you in your hands to decide if people using your Engines needs this or not or they have to work with some limitations.

  • Why not add the size of the object to the LOS range yourself?

    Hi Ashley

    Well, I have been trying to do that for the last 6 month and many more things, please can you show me how you do it if is that simple? because I'm definitely doing something wrong

    Here is a simple example adding the size of the objects to the LOS like you say and still not working

    https://www.dropbox.com/s/7zdz9pltybnqof6/LineOfSightproblems2.capx?dl=0

    And here is another example without the line of sight which is working perfectly, so how do you do exactly this with the line of sight? That's all I'm asking I don't mind to add sizes or anything really as longs as I get the same results

    https://www.dropbox.com/s/3c4z7dcsvev5ph2/LineOfSightproblems3.capx?dl=0

  • That's Grate I can't wait to see the next episodes to clear up a lot of doubts.

    And thanks a lot for the info was really helpful

    Ho yea now that you mention that I forgot to mention all the problems we had it was targeting mobiles and Ipads I hope you can expand on those sections and give us a really good inside on what is the best approach for those platforms

    Thanks a lot, take care

  • Hi Ashley

    Do you have any plans to upgrade The Line of Sight For C3 or even C2?

    Because at the moment is not possible to use it in all the projects even if I really try hard to make it work, this is one of the behaviors that I like most especially because you did a really good job in optimizing it but I'm having a really hard time to make it work in my current project, at last not without doing many extra workarounds Events checking Distances which hurt quite a lot the performance unnecessary just to check if is in the Range that I exactly need.

    At the moment The Line of sight works by checking from Example the first object Origin points 0 to the next Object Origin point 0, this seems pretty unlogic for me as if I wanna make some Actions to happen when whichever object is in range of another object lets say (100 pixel Range) then unless all the objects have the same size this will not work as intended, this means if I have many different objects that regularly grow up or go down in size I will have to make events and actions just to keep adjusting the line of sights of each object just to have that is in range of 100 pixels for each object the same but even doing all this it doesn't work why? I will show you in some pictures at the end of this post so you can see what I mean, so this means that you cannot have, say is in 100 Range equal for all the objects if they have different sizes

    What would be the best is to have both options the one that we have now which is checking from origin points 0 or a new option where includes checking from the (origin points 0+object size) so this way doesn't matter how big or small is the size of the objects still will detect at 100-pixel range accurately without any extra events or crazy setups, as I tried to replicate the line of sight by myself before posting this and I used checking by distances and it hurts really badly the Cpu

    Examples:

    Let's take as example the same I wanna detect any object that is in Range of another object of 100 pixels Range do something

    This is what happens to me all the time now

    The Blue object detects the reed but it doesn't detect the Green-wich is fully smashing his body into him but no detection happens here is like a ghost that is pretty unlogic for me, and for the Green object the same detects the reed but not the Blue same story.

    https://postimg.org/image/35m7npf6qj/

    The Ideal and most Logic will be like this:

    all tree objects are separated by 100 pixels distances and they are all detecting the one that has next to him.

    Green detects Blue

    Red detects blue

    Blue detects both green and red

    https://postimg.org/image/23c156fvkb/

    Do you think this will be Ever possible to implement? will save a lot of headaches, Time and performance as it will not require adding any extra events from our side, just by Adding one more option to the Line of sight so everyone can have the possibility to check or uncheck the option he needs either from (Origin point) or either from (Origin poin+size)