DozeMaster's Recent Forum Activity

  • I am not a lawyer so this is not legal advice (you'd have to talk to a real lawyer for that), and the law varies around the world. But on the whole I think you are OK so long as you do not use any of the exact same assets (artwork, audio, etc.) or code, since that is all covered by copyright, nor the same name, since that may be a trademark.

    Same here not a lawyer, but i looked intensively into copyrights over the years, and basically those are the CC rules (what Ashley mentioned), as long as you change the games look "reskin" don't use their assets, name and code structure(has to be different, you can use the same language, but not copy/paste anything that looks like the original ( and in some cases tetris don't use their layout size or object shapes - a lot of people got sued in court for this type of reasons, but this only happens, if the company wants to pursue your game/content and if its hurtful to them, in the tetris case, was a russian guy cloning it and calling it tetris something else... tetrisltd went in court they had a patent on tetris assets/game format/ how many pixels per row etc. i think they won the case, but then the court dismissed all claims similar to that cause tetris case created a precedent, and something wasn't right... tetris got in the end somewhere around 250k USD or so don't recall properly... it was early when they released the 1st game, and the guy that cloned it was hurting their income, releasing a exact copy with different shapes in the same time.)

    in general you are safe to "inspire" yourself from other games or existing products, it's only natural otherwise innovation would basically stop, same as how Construct looks and runs similar to ClickFusion and GameMaker but doesn't mean is a clone of those engines, is just a competitor.

    However, if the company that holds that product, has a patent on all the game aspects, you will be in a bit of trouble if you copy stuff that is visibly identifiable.

    But if the product has no patent, and it was already released to public, they will never be able to patent it, all they can do is sue for "artists copyright" that covers, images, sounds and fonts and other design stuff. gameplay style is not protectable at this point.

    Anyway, id double check this with a digital product and online distribution lawyer for official confirmation but this is what i know for stuff being "roughly legal/illegal" for the past ehm, been i think 8 years now...

    Edited: sorry seen to late Skymans reply... we basically went over the same thing 3 times lmao

    Edit 2: side note, worst case scenario? you get sued, all monetary gains you earned you have to give it to the guy that owns the rights for the artwork, gameplay etc... and you might be allowed to keep like 1% of future incomes if you play nice and beg for it :) otherwise, you lose the product. but in the end depends what is the original creator going to do as legal pursuing his rights... he going to allow you be in market or not.. if he allows it, you might get a copyright claim, and some % funds goes to him similar to youtube, or your game basically is taken down, but if you launch of ios ... ehm... i wouldn't do that, see apples platforms TOS... or even talk with one of their contacts... as google goes... anything goes there..

    also forgot to mention .... nobody will pay you for your lost time, and court driving, and appointments to lawyers etc... so if it will go that far... you risking a lot of your time for something that isn't even worth it, cause if its a clone its probably gonna make like 50$ per 100,000 views, not even close to the prices lawyers ask per hour.

  • have a variable that acts like the boss "stamina" so whenever he moving and is "rested" or has enough "stamina" he can walk, during the walk, he will naturally lose "Stamina" like in real life, you get tired after running/walking etc, especially if you have like 3 metric tons of steel on you.

    so variable called it Stamina.

    Variable call it Rested.

    and we can do something like this pseudo-code:

    if Stamina > 0
    		action > subtract from Stamina 0.01 ( will take around 10-12 seconds to deplete it )
    
    
    If Rested = 1
    		action > enable boss.bulletbehavior 
    		action > boss.set bullet.speedTo Stamina *5
    
    If Stamina <= 0 
    		action > disable.boss.bulletbehavior
    		action > set Rested = 2 (he is not rested now)
    
    

    Now we regenerate the stamina while the Boss is out of stamina.

    If Rested = 2 & 
    If Stamina < 100
    		action > add to Stamina 0.01 (it will take around 10-12 seconds to fully restore stamina to value of 100)
    	triggeronce subevent	action > boss.playanimation "tired"
    

    Now we make the fat Boss run again when stamina is full again

    If Rested = 2 &
    If Stamina >= 100
    		action > set Rested = 1
    
    

    and the stamina and movement of boss + regeneration of stamina, should be in a loop now until you manage to leave him with zero health or something that "keals him"

    hope it makes any sense or helps at all.

    edited the animation setup (needed be on a trigger subevent)

    here is StaminaBasedMovement example based on the above logic, with some extra stuff inside.

  • What if they are all gone?

    You learn to code yourself? and do your own plugins, as you need them per your projects? Construct was and it seems it still is a javascript/xml based Engine/Code Interpreter and has a fully documented SDK, is not that hard to learn to do plugins, problem is because of R0J0 and others (you could count them on fingers ) the rest of community, over 10,000 -100,000 people, got lazy. If they are gone, i think would be to a rather advancement in their own life and i hope they will do good and be prosperous, they deserve it probably worked their butts off for it. As for us the "can someone help me with a example" we should learn to code our own plugins, especially after some years of being around the Scirra Forum.

    If you don't know where to start to learn javascript, there is this free organization that offers tutorials and full courses on javascript and html and i think even sql etc if you follow those courses you can have the skills you need. (this is not an advertising just a free suggestion website)

  • i think ios should play wav/mp3/mp4/aac/aa/aa3/aax

    check this compatibility website

    it might of changed, but i think last thing in C2 was WAV.

  • here you go throw stuff example c3

    arrow keys to move player (red character) X to trow the pie, spacebar to drop the pie, to pickup the pie just move player over the pie.

    enjoy clowning the clown with pie

  • Hi, just wanted to leave a note here, don't bother with the glslSphere addon, is not working properly. plus you need 2 sets of sprites, one that has the physics behavior and the glslSphere on top of that to fake the rotation 3d... but the rotation speed Z XY axes are broken, original code was like that incomplete, so i just ported what was there.

    1999 pro pool < somehow this dudes, managed to fake the 3d rotation pretty good, and choppy back in 2000 or somewhere there... but we can't in 2021 well... it's a shame. i think your best bet, would be to use three.js and create an actual 3d sphere on top of your 2d sprite, and somehow have that 3d sphere use torque to spin like on contact with a floor. it works in C2 / Q3D visually, but is clunky as hell.. i wasted to much time on this thing years back, i don't recommend trying projecting 3d maps on 2d spheres with Construct. just use a 3d js library instead.

    Edited:

    ANYWAY.... here is a c3 project test pool for the glslSphere... its choppy, i can't make the flags to toggle at the right time for the ball... maybe someone can fix it but is where i got stuck a long time ago... with more or less "smoothness" but overall same choppines.

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  • hi, so you want a picture inside a picture like a CTV monitor showing camera footage from another part of the layout?

    you could do that by events, using a minimap like format, i think i had a Tank demo with a minimap around the tutorial area... for C2... il see if i can find it... meanwhile there is this youtube video doing the same thing

    Edited: on the other hand, i think you could make it happen with Canvas... basically pasting inside a small area a layout position xY with the items inside ... might be cpu intensive... but is basically how the above examples work i think.

  • Hi there, my suggestion is since is a top down, and you have a solid behavior ground, and you want to walk on it without getting stuck, id just give the player Z elevation higher than the ground.. and basically if Z elevation is not the same as the ground disable the collision ? but then would you fall through it? im a bit confused how you setup ur obstacle ... but im guessing making use of Z elevation could do the trick.

    don't have a example at the moment, cause i didn't really understood the problem. need visual que

  • I don't get the whole (32*pi*dt)*0.04 part at all, but the result is there!

    you can change that to "scale" global value, that (32*pi*dt)*0.04 is the same as saying 0.4 frame dependent on delta time. so it's a bit slower than reading the scale value directly.

    im glad it helped.

  • Hi, you don't need lerp, i mean you can use it but you could do it only with 1 variable... and set angle towards angle by degrees amount.

    here is a example -- click the buttons to set a new angle target, click 1 for current angle +80 click 2 for current angle +40 you can change the direction by giving it a negative value to the target on event line 2 and 3

    Edited: you can fine tune the time it takes to move by increase or decreasing the "degree amount" in the not equal with targetAngle event line > action

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  • hi, see if this helps, it looks similar, close enough you need to tweak the time it executes, id go around 0.6 seconds. or something like that i left it 0.8

    also tween animation is backwards, BounceIn is actually BounceOut compared to animate.css

    example

    if you are trying to replicate the animation from animate.css exactly... it will be a bit tricky but you could replicate it via event coding, i counted 5-6 bounces before text stops on Animate.css it's actually what i tried before tween plugin... it looked closed to it, but still a bit to fast, not elastic enough... and to many event lines... around 7 or so...

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DozeMaster

Member since 30 Jun, 2014

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