Congrats2u's Recent Forum Activity

  • Hi igortyhon,

    thx for your help - unfortunately i cant share the apk, because its a customer project.

    Right now im trying to build the project directly via cordova - lets see..

    I assume there is a problem with the construct - cordova build pipeline or the cordova server.

    Couldnt figure out, whats exactly the problem - the game is several years old, everything works fine in the editor - i dont use any third party plugins..

  • Hello there,

    currently im trying to test a debugAPK on my devices but have the error, that none of the builds cant be installed / parsed on the device.

    It seems to be a problem without a specific failure i can reproduce. I had several builds, on a few builds it worked - but the settings where the same.

    Has someone the same problems right now? Is there may a problem with the cordova build servers? i used r358 stable and r359beta. Always with the exact same result.

    Furthermore:

    The splashscreen on android looking very weird - i could not figure out how to setup a good looking splash screen, even when using the google docs. They say, that you should use vector graphics, but it seems that you cant configure a vector graphic as splashscreen inside construct3.

    Thanks for your help!

  • Hello,

    i try to embed a alpha video into my project. Its alpha channel appears black. With the differend blend modes i cant achieve, that only the relevant content is visible and remove the alpha channel.

    Is this basically possible?

    I tried every blend mode. The layer is set to "force own texture" too.

    Probably i missed something...

    Thanks a lot!

  • Ashley

    Hello there!

    So i have bought a jigsaw puzzle a longe time before and i need to upgrade my project which includes this game to c3 runtime to use new and stable functionalities like sharing or iframe.

    The problem: The game used the paster plugin by rojohound, and as if the most know this plugin is not supported by c3.

    No i saw, that DrawCanvas Plugin works similar and uses similar features, so i replaced the paster plugin with the DrawCanvas Plugin, but i had no success.

    Can somebody tell me if its baically possible to use DrawCanvas Plugin instead of the paster plugin or am i wrong?

    Thought it would be the officialy replacement for the paster plugin. Its very importent, because c2 doesnt support some functionalitys sice phonegap upgraded its cli to 9.0.0. And this paster plugin avoids me to upgrade to c3 (and the c3 runtime)

    Note:

    Every Paster function inside the project could be replaced by the buildin DrawCanvas Plugin but it isnt working. So my question is: Is the drawcanvas plugin basically the same as the pater plugin? Or em i trapped in a dead end because this plugin is the only thing which blocks me from updating?

    Best regards,

    Thomas

    Ashley

    Hey Ashley, thanks for that Information, basically i tried it out but it doesnt work that good like the other post.

    I did:

    Condition: For each >Family Object< (different sprites i have to sort) Action: Set zOrder(var) to Self.Y

    -> -> -> Child Action: Sort >Family Object< Z order by zOrder(var)

    It works partically, but sometimes the sorting is wrong.

    Best regards

    ikazuchi

    Thats so simple and effective! Thx a lot...

  • Hey there!

    I want to create a game like penguin slider (video link below), where you have to speed up a penguin over a dynamic and randomly generated ground by forcing it down in the right moment.

    The question:

    Iam thinking about the best way to create a dynamic ground.

    My intention is this game:

    youtube.com/watch

    guess they created a dynamic spine where the area below will be drawed / filled by code. Do somebody know if this would be possible with construct and whats the best way to do it? I wount create any prefabs with fix elements / tiles. Guess it wount be that dynamic, because you will remember those tiles after a bunch of tries. On the other hand this game mode would depend on a variable ground generation for maximum fun.

    Thanks in advance!

  • rojohound

    thanks for your answer!

    When i get you right, my function would look like that (apply impulse):

    (Self.Physics.Mass * sqrt(-2*LayoutWidth*((Strenght_Mask.Width/Strenght.Width) * -100) / Self.Physics.Mass)) * 0.02

    (i negate the force value ((Strenght_Mask.Width/Strenght.Width) * -100), because you had a negative force in your excample.)

    Iam not sure for the variable f, because you set it to a fix value (-200). That value is the dynamic variable, my force has to be calculated from - i guess. So in my case its a value between 0 and 100 (ill get it from the strength_mask.width/strength.width calculation)

    The global number dist = LayoutWidth (20000 in this case, but it should be dynamic, if i change it to 30000 or X)

    The function to slow down (apply force):

    ((Strenght_Mask.Width/Strenght.Width) * -100)

    But this doesnt work as supposed. (i guess i did something wrong)

    To clarify:

    when my force is = 100, the objects should slide to position LayoutWidth(20000)

    when my force is = 50 , the objects should slide to position LayoutWidth(10000)

    when my force is = 25 , the objects should slide to position LayoutWidth(5000)

    so it should be relatvie to this value. Currently the objects slides to the same value, it doesnt matter which force i have.

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  • Hello there!

    So here is the thing:

    I created a sliding game, where you have to push objects to an specific position. The Layout Width is 20000. The Objects have a physics behaviour on it. Everything in this behaviour is set to zero, because "linear damping" or the "friction" parameter are not that precise to handle.

    I have a strength bar, where you can set the strenght, the object will be pushed by impulse. It generates a value from 0 between 100. This value has to be multiplicated with 1000, because otherwise it would be to less impulse.

    Now - because i have no friction or linear damping - i want to slow down the object relative to the impulse. the maximum impulse value (100 * 1000) should match the length of the Layout (20000).

    I slow down the object with : Object.physics.velocityX - 15. But this is hard coded. there should be a dynamic value, which matches the Layout Width.

    If you give the maximum impulse (100000), the Object should stop on positionX 20000. If i give just 50 * 1000 = 50000 impulse - the object should slide to position 10000 and so on.

    Do someone knows the math?

    Thx!

    Tagged:

  • cooly456

    Hmmm thats mitght be a solution. Basically the balancing should depend to the first set crate - but maybe youre right. It could be to sensitive over time. probably i will set the crates off the screen immovable or pin them directly to the ground.

    It seems there is no other way, because it gets unstable over time, when each object has its physically behaviours over the whole time.

    i will give this suggestion a try.

    Thank you!

  • dop2000

    Thanks for your answer. When moving the crates down (because i have to to make it endless) - all the physics objects are shaking - and this causes sometimes that a crate falls off...which causes you to game over.

    Do you know which solution would be best to move the content down? I tried phsyics-immovable, pinTo ground, etc. but nothing seems to be a safe method.

    I just want to avoid third party behaviours / plugins, because i made the experience, that i may cannot upgrade a project to next engine versions, because those plugins are not converted to those new engine requirements. Had this problem with some plugins from rex when working with construct2.. so this project is alltime stucked to construct2. My future me forbidden me to do this again :D

    Thank you very much!

  • Hello,

    iam trying to create a stacking box game where iam using the physics behaviour in construct3. Iam now wondering if iam able to deactivate the physics behaviour for just one object. Iam stacking the boxes (same spirte, object) on top of each other. It seems, when disabling some functions it will affect all the objects.

    The problem is: If there are a lot of boxes stacked on top of each other, the physics behaviour seems to hassle with those objects. And i have to move the ground down the Y-Axis to make this game "endless". When moving the ground (all boxes are joined to the previous one) there wobbeling (moving horizontally). The goal is to deactivate the physics behaviour from objects that are for example 4 steps previous the actual objec, or just generate a timeout for those boxes when moving the ground, to prevent bouncing...

    Another question: Would you use the physics behaviour for this? It has some nice wobbeling effects, when stacking some objects over each other. Think this cant be achieved just without this behaviour.

    Thanks for your inputs!

    Tagged:

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Congrats2u

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