tarek2's Recent Forum Activity

  • miguelromm

    You are using the C3 build service which according to the Plugin developer is not supported so you will need to build your APK with the Cordova CLI.

    Here is a Tutorial:

    https://www.construct.net/en/tutorials/building-mobile-apps-locally-21

    The intro video is a mp4 file loaded into the project

    An alternative is if you have the MP4 file in your project why not use the official video plugin?

    So you can keep exporting from the C3 build service as you do now if you see it easier for you.

    Just a thought

  • Amazing work!!

    Really nice addition thanks for your great work.

    I second the

    Dropdown list looks limited. Can we use it with text input

    definitely need to be able to write expressions in the template field.

    Calling by txt is a must to use the full potential

  • something like this?

    Make sure you use "on item set" when you set an item before you try to get it again as Local storage takes multiple ticks depends how big is the data so you may "call get Item" like in your trigger once before the item is set.

    And alternative you can use the wait for previous Actions

    -Local store set Item "Name"

    -Wait for previous Actions to finish

    -Local storage get item "Name"

    Assuming that yo just testing for now as normally you set the item just once then you just have to use "Get item" alone until you delete the key.

  • How do you export your Project to Mobile?

    Because I checked the plugging info and if you are using the C3 Build Service then the YouTube-Plugin Documentation says it's not supported and that you need to use the Cordoba CLI to export to Mobile.

    Plugin Documentation

    https://www.construct.net/en/make-games/addons/501/youtube-video-player/documentation

    If you are already using the Cordoba CLI then it must be something else.

  • Np glad it was helpful

    Is it possible to have the Arrow to be always positioned top left by X and Y -100 pixels from the Target and Player position, so that it doesn't point at their centre all the time when it's not 'tweening'?

    Not sure what you mean by "So it doesn't point to the centre"

    As doesn't matter where you positioned the Arrow it will always point to the centre of the Target unless you change the set Angle.

    If you don't want to point to the centre of the target then you can just change the Arrow set Angle Action to the values you need instead of the Arrow position, it should be easy.

    ===========

    Also, can the Arrow 'tween' slower? Tried changing the Timers but I couldn't see a difference.

    You can do that by increasing the Timers the bigger is the number the slower will tween

    Here is one example of what I understood so far:

    -Arrow always point to the target no matter what

    -Set the Arrow position always at (X, Y -100) of (Target or Player)

    -Tween slower

    One thing is by tweening slower you need to let tween finish before for example goes back from target to the player so I changed the code a little bit for that.

    https://www.dropbox.com/s/pdo770n7hoc7gau/5-Tween%20Arrow.c3p?dl=0

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  • Doesnt work

    You may have the first version as I updated right away because I remember it should be

    Score => equal or Grater

    Check which version you have and if it says Score = 50 download it again

    score = 50 it just target that amount exactly

    So by putting equal or grater you target any number from 50 and up

  • Create a Global Variable = Total_Money

    Create an Instance Variable on the Enemy = Speed

    Then create a condition when:

    Total_Money = 50 >>>>> Action add X to Enemy Speed

    Remember to add the Trigger once so it happens only once dd

    Here is a demo:

    https://www.dropbox.com/s/nhkpxp9zu5s0et0/Speed%20Incrase.c3p?dl=0

  • Hey, Ruddy I just had a look at your events png again and realize that it wasn't exactly what you were looking for sorry for that, I must be very tired yesterday.

    So for what I see in your events, it's more simple than I thought if I got it correct this time.

    1-If the player has LOS to the Target then Arrow move to the Target Car

    2-Else PLayer has no LOS to the Target then Move the Arrow back to the PLayer

    See if this is what you need:

    https://www.dropbox.com/s/vdjenqcsjb2kxu9/4-Tween%20Arrow.c3p?dl=0

  • Np glad helpful

    I know ruffly what you trying to do but still not very clear by looking at your events.

    This is what I see:

    Events:

    232 & 234 are the same, you just set the position at the exact (X,Y)

    235 & 237 are the same, you just set the position at the exact (X,Y)

    By tween or set position

    So we can remove that as its the same thing

    So you end up if Player has Los to the Car2 set the Arrow at the Car

    Else Arrow don't follow

    I removed the Tween

    https://www.dropbox.com/s/olqkke2y0zpw8s8/Tween%20Arrow2.c3p?dl=0

    Now you have events similar to yours so it shouldn't be any problem to integrate them into your project hopefully.

  • You can keep updating the tween until the 1 second is gone

    For example, Does this help?

    https://www.dropbox.com/s/yu26488evpwmqf1/1-Tween%20Pos.c3p?dl=0

  • As described in memory usage, Construct loads layouts one at a time based on the content used on them. So it should only load parts of the project at once, not the whole thing. I have no idea how it could end up taking so long to load. I also have no idea how you could possibly need over 50,000 animation frames. That is an absolutely extraordinary amount. Computers are not infinitely fast nor do they have infinite amounts of memory. If you treat them like unlimited resources then you will simply discover the limits of how fast they can work and how much memory they can hold. That's not specific to Construct - ultimately you will hit hardware limits no matter what technology you use. Your game design has to respect the limits of modern computing devices.

    As described in memory usage, Construct loads layouts one at a time based on the content used on them. So it should only load parts of the project at once, not the whole thing. I have no idea how it could end up taking so long to load.

    That's what I thought, it doesn't make any sense, so do I have to report it as a bug then?

    As it's clear that the more frames I add to the project the longer it takes to load the first time the Game. Also, all the Animation frames are placed in a bank layout so when the game starts the first layout goes into the menu layout which doesn't use any of those 50k frames.

    ==============================

    I also have no idea how you could possibly need over 50,000 animation frames. That is an absolutely extraordinary amount. Computers are not infinitely fast nor do they have infinite amounts of memory. If you treat them like unlimited resources then you will simply discover the limits of how fast they can work and how much memory they can hold. That's not specific to Construct - ultimately you will hit hardware limits no matter what technology you use. Your game design has to respect the limits of modern computing devices.

    They are 50k Frames in the project but each level only uses less than 500 Frames so it shouldn't rich any limitations if you load just the frames that you gonna use in that current level as the 50k frames are not present on the gameplay layout.

    ======================================================

    All this could be easier if you could add zip support

  • So no plans to add any of those basic features that should be already implemented in the engine right?

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tarek2

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Member since 26 Jan, 2016

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