GeorgeZaharia's Recent Forum Activity

  • change every 1 second to 0.1 or 0.2 seconds. that should do it. but it might be to CPU intensive... "thread" carefully

  • Thanks. Really grateful for the help I've been getting.

    Off topic : hehe, don't worry he will be taking his fair share of blood soon >.> when the equinox blood moon happens, he will be doing a sacrifice ... newbies are a "must" attendance >:)

    Still Off topic : yea community is like that here, helpful :D Welcome to the familly.

  • Hi, depending on how you trigger the damage on the same line you need to spawn a text object and asign the dmg done to it's text function like bellow

    //lets take a "on clicked sprite" condition, with a variable "health" variable on a sprite object.
    
    on clicked Sprite > spawn text to sprite origin point 
    ----------------- > subtract from health 20
    ----------------- > set text.text to 20
    

    something like that, and then you can customize the text movement and damage done by adding more variables, like the 20 to be a randomized variable based on enemy armor/defence/health etc... but to spawn the actual visible damage you will eventually have something similar to above pseudo code.

    Hope this is what you meant.

    for a more concise solution, we need a screenshot atleast of the code area where you trigger the damage done to characters.

  • Hi, just sharing a RPG style Radar Chart based on Stats using the new Mesh ability of the sprites.

    See it in action here

    You can download it in the above link, or on the bellow link that is hosted on my drive, it will never be deleted unless google decides to stop gDrive in the future.

    Download from google drive

  • you need to place a bullet behavior on your turrets bullets so they can move. they have no movement behavior as i see on their behavior as is.

  • GeorgeZaharia I thought this was working...maybe its not? but I noticed there's no way to say not-onscreen in the evaluate expression. Any ideas of what I should do instead?

    right click on "is on screen" and select inverted that counts as not on screen

    Edited: you mean the Else? i think Else needs a secondary condition in order to work properly like

    Else
    Inverted X Is on screen
    

    add me on discord if you have more questions :) i got a coffee and nothing to do, il be around for a couple more hours.

  • it should be working based on your conditioning there (unless the case where A overlap A doesn't work), it might be your "else condition" destroys the 2nd object as soon as the other one disappears form the screen, this happens in a matter of 1 tick or 0.015ms to us watching the screen looks instant or as both getting destroyed.

    in your conditioning what Else does is

    If A overlaps A pick nearest to XY destroy

    Else (in this format means, if A is close to XY destroy) < you don't need this or you might need a 2nd condition under else if you want for 2nd object to get destroyed at a different time.

  • GeorgeZaharia that's interesting... so just saying Resources != "pp" won't actually pick them?

    So I have a few state changes where I need to check if there are resources out (minus the "pp" ones), and I'm checking every tick. Maybe its better to make "pp" resources be a different object type? There are 4 other resource types in the game, "pp" are just production points "coins" that only the player can collect. The AI should ignore those...

    ehm yes? .... just saying Resources !="pp" won't actually pick them, i mean it will pick them all , indifferently if they have value of "pp" or not. since you didn't mentioned which of them?

    Edited: and while it picks all of them, the conditions you added bellow, will get you nan or it will count as 100 or what max number of instances you have since you are not looping trough all of them, picking 1 by 1 and checking their values, i think the pick all a temporary array and checks all instances. then counts them based on the comparison inserted.

    but yea if you don't use the solution in my capx bellow and you want to use a custom method like above, you have to use a loop, so it checks every item at a time, otherwise the systems counting overwrites and picks all with the last value of the last object.

    so here is my example capx... in C3 i used picked by comparison system expression and you won't need the 2 other functions you used there

    also in C3 != is actually <>

    example picking instances based on value

    event line 8 is what you need to replace your conditioning in the picture.

  • you have to add

    above the

    in order for the

    to be true.

    otherwise your count will always be with 1 or 0, 1 being whenever any of the "resources" will have any other value but pp.

    and you need the loop, so you can check each "resource" and not check collectively as 1 object if this makes any logic to you?

    or instead of for each use "pick all" followed by your 2 other conditions

    that was so convoluted and stupid ... reposted bellow

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  • this looks interesting, redfoc il definitely save it for future purchase, as it has the html5 import features.

  • Some people who use construct 3 how much earn in a month as a low price

    Here are some examples from people i know that make money with construct:

    Subject A: He develops mobile games and publishes under his own indiegame developer name on different platforms, like steam, google play store, apple store etc.. return from google play at a ratio of 20 games with an average 3.5 stars per game (barely surviving) he doing around 4$ a day from ADS there, as sales go on other platforms he probably made around 2000 sales at a average 5$ not counting over 50% of them are "discounted offers" for marketing purposes not counting the fee apple takes and steam of 30% so ... is hard to make money as Subject A ( also Subject A has a daily job that pays more than his games).

    Subject B: Sells his time to "code games" using Construct, he using platforms like upwork, freelance, fivveer etc however in a year he manages to make maybe 3000-5000$ the competition is high, and while Construct might be easy to use as a developer, people always go with "native coding" or Unity/UnrealEngine just for the sake of scaling possibility in future.

    Subject C: Hobbists (like me and others around here), we waste most of our time learning, "playing" with construct, we like doing things from scratch, like a kids playing with "playdooh" or a carpenter that doesn't sell his sculptures, or work. Some of the hobbists, might take a Construct project once in a while for a low fee to make some "pocket change", or asks for donations for their contribution online on various forums or by sharing some coding examples etc. In this area are found lots of people, but none really making a huge difference.

    Subject D: Doesn't get paid by using Construct as a job oportunity, but he gets paid by Using Construct to make a product to sell ("one hit wonders" game developers), and here are multiple examples, Guinea Pig Parkour is to be released soon, and at the look of how the development went, and quality assured it might make some money, however it can also be a gem that never gets properly published, and might reach its potential after years of being published, however are many other examples of "products" that made it so far, however none surpassed the 100,000$ i think.. i might be wrong, but i think all where under 100k as far as steam sales go. (Subject D: Works years to make his games and polish it, in some cases over 5-10 years, and in all that time no money gained.)

    Short answer, you can make daily from -10$ to +10,000$ depends how you value and use your time.

  • Hi all,

    I have a couple questions centered around the topic of hiring Construct developers:

    1. What type of documentation does the developer usually require? Is there an industry standard?

    2a. What are the normal contract types and how does pay work for each? (Ie. What if I just need a single part of a whole? What if the intended project takes way longer than expected? Etc..)

    2b. What is a normal pay range for developers?

    3. How does the employer protect their assets, ideas, etc. ?

    4. How does the employer assure quality? (Ie. What if the employer is not happy with the results but the developer feels it is adequate? What if there are bugs later on down the line? Etc.)

    Thanks all

    1. There is no industry standard online, but you can do a hire for work contract as your country region has however those contracts are useless in the online medium, so as the above people i suggest using a platform that can reach and enforce a "pay for work" contract online globally (upwork, rocketlawyer etc)

    2a. Usually contracts can be of 3 types in development world (being it games/websites/typography etc)

    2a.1 Pay per hour of development being it trough upwork type of platform, or have the developer at your location or trough skype or discord sharing etc.

    2a.2a Pay per milestone, now me personally i have a 25% sign fee upfront, that ensures the Employer doesn't quit and change his mind middle development and i did not wasted 2-5 days of work for nothing, work is work, and some people think sitting at computer and coding, designing or writing being it projects or storylines or even doing simple math problems is not work. So if he changes his mind, my 2-5 days of work is paid for, i don't offer days of work for free, as in the physical world you will not see that happen anywhere unless you are UNICEF.

    2a.2b Now i personally divide my milestones in 5 parts that deliver at completion a demo updated every time, being it a website/game etc, that way you can show what you did in that milestone and not just say and expect the Employer or Client to know what you did, most people look at code and don't know what they are seeing, on top of most people don't know what they are asking most of time so you have to follow their indication and really try to understand what they want, cause they might say "make this character jump" but they might of pictured it "jumping realistically" and not "change Y coordinate position" which most of the project timelines are usually describing.

    2a.3 Pay per project, this is rarely introduced depends on the project size here, if its small you can do per project like a small website that takes 5 hrs to make or a flappy bird type game, for big projects this is risky for both sides.

    2b. Normal pay range depends on multiple factors, country of origin of the developer, expertise, language spoken etc. but overall a cheap normal hour of development goes at around 5-15$, a medium anywhere from 20-50$ and high over 50$ but at this point you have to be talking code like Neo in the matrix.

    3. You can protect your ideas, graphics etc, by a NDA there are plenty of NDA templates on google that cover different legal aspects of IP over the internet, however... none truly protects you, so in the end the only thing that will protect you is have a trademark on that idea/product and since you don't have a product yet and is in concept stage you have to go on a 50% trust based system that is what we call today NDA. which is something that has no value, if you are from USA and the developer is from Indonesia, different countries different rules, and your country can enforce laws on other country, or their people ... i mean in any legal way, internationally, all that can truly protect you as i said is a trademark or a patent, and those things need a well documented idea or product made before you register it and is recognized world-wide.

    4. Milestone management & revision agreements must be inside the contracts you make, without revisions and milestones you will not get your product that you think you ordered, that is the only way you as a employer can assure you get the quality you need, developers don't have a say in what is enough, if the product is yours at the end of the day, if they do have a say in what is enough, then they are not your employees they are your partners and that is bad for business, unless you think the same.

    if you think i missed out parts let me know.

    the above is from my personal experience, and my price value on my time, others might have different ideas of what their time is worth or experience.

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GeorgeZaharia

Member since 30 Jun, 2014

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  • Construct For Dummies - Simple Tutorial Collection

    I scour the Construct forums for users tutorial requests, and create small quick and simple tutorials using Construct's defaults features so anyone can use and apply them.

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    Thinking on games 24/7 is fun and waste of time and unproductive if we don't bring those game ideas to life. In this blog im bringing my game ideas to life and log their development process.