GeorgeZaharia's Recent Forum Activity

  • quick question, why are you trying to use DXT instead of just using a background image?

    DXT is usually used for clouds/patterns stuff that you repeat as in webgl/opengl to create little things that look "big" they are not meant to replace the usage of jpeg,pngs textures.

    while unity can compress the hell out of them, you can use png compression on your exported spritesheet once exported like tinypng etc... just make sure the size of the spritesheet doesn't change, you can bring down a 5mb to 100kb or less if done right.

    also from what it sounds, loading the gpu memory by 200kb always doesn't seem a good approach, as images rendered in construct they render once, and then they just sit there they never get checked again by the gpu, unless you move them, that making it actually saving more memory than using, the only difference is with a preloaded texture image, you will have a loading wait for the 1st time on the start of game, other than that everything should be fast enough to be handled on a 2013 phone. anything older than that as a device (memory wise as an example take a A3 samsung galaxy 2013, if it runs on one of those will run on anything) is not worth optimizing for.

    also so you can see what happens when you draw complex images in shaders take a look at shadertoy, my gpu cracks down every 2 demos i click (cause the gpu memory gets hogged down, and never clears unless im hard refreshing the cache there is tons of issues with that approach, since every pixel is drawn over and over again by your gpu shaders instead of just render in screen and check position/color change)... cause they are not meant to be used like that unless you run a workstation for that purpose.

    having a 18mb 4k resolution background image sure is cool if you run it on a 4k monitor and im not talking about the 1920x1080 monitors that claim to be 4k... but an actual 4k monitor... that is 160cm wide or larger (also if you don't have a 4k gpu card, and a monitor/tv to be able to run 4k the detailing is pointless to have), if you do your game for majority of players a 1080p texture should be sharp enough to offer the quality and the detail needed. Mobile wise, you don't need textures greater than 480p.

    in short if you want to use DXT1 = bmp images or flat lossless jpg

    DXT3 accurate pixel drawing but no alpha good for patterns flat jpeg/bmp no transparency

    DXT5 inaccurate pixeling for clouds and stuff that are blurry in background and don't require much sharpness = somehow a better compressed png.

    difference in compression is about 50-1200kb depending on the compression you use on the png textures, memory usage while rendering images it will be insane huge as DXT always redraws the pixels, think of it as GPU idle usage around 10-20% still images and above if you move them (depending on device % - mobiles probably unplayable ).

    and sure DXT is mostly used in 3d games, but if you are trying to do a 3d game in C3/C2 is probably not the best tool for that, you can do it, but you will probably have to import everything from a external source and just export with C3 but that will make C3 just a wrapper to export your game and not the engine you made the game in.

    sorry if i sound a douche lol... i just don't get the convoluted way of doing a simple replica of the game you mentioned. it looks 2d to me, no need for 3d stuff, but just the illusion of 3d, the player won't care that much if your gameplay is great.

  • I would like to get the snapshot and insert it in Google sheet when pressing Submit but I always got error.

    I tried to find that error on Google but hopeless.

    Appreciate with all your help.

    what is the error you get?

    tutorial has some comments from other users

    such as

    EDIT: False alarm, it works! If non-english language is set in your Google Sheets, then you should rename your sheet to "Sheet1"

    not sure if is the case... here .... he seems to have a surtain error while others another one,try replacing line 73

     var fileUrl = "https://drive.google.com/uc?export=view&id="+fileId;
    

    to this

     var fileUrl = "https://drive.google.com/file/d/"+fileId+"/preview";
    

    or to this

     var fileUrl = "https://drive.google.com/file/d/"+fileId+"/view";
    

    not sure if will help but ehm... if im not mistaken

    https://drive.google.com/uc?export=view&id=
    

    have been deprecated by google and replaced with preview

    however it might be some privileges you are missing from the tutorial.

  • it's probably this issue, dev.to/snowleo208/how-to-fix-popups-scrolling-on-safari-3og6

    is a bug probably the content you hover scrolls the entire content up... it will probably be fixed in the new update of C3 if you submit this as a bug.

    till then try see if this happens if you are using chrome, mozzila or any other prefered browser, outside safari on your macbook.

    P.S i don't have a IOS device so i can't confirm, but is just some hover issue not a big deal, it will be fixed if reported properly.

    If you didn't had this issue before on a older version of C3 you can use //editor.construct.net/r153/ and replace r153 to the version that you didn't had problems with, just pay attention to any changes between older and new version, you might have new features you are using that are probably not available.

    here is the list of the versions

    construct.net/en/make-games/releases

  • you have to rename the file to c3 addon yes, but also the xml files of the plugins they need to change to C3 format or json format. however even if you do that, while the plugins will load in C3 they will only run in C2 runtime meaning most of the C3 features would be unavailable.

    in order to have it fully compatible, you either convert all the plugins to work with c3runtime(basically redoing the plugin from scratch cause the SDK is different), or replace them with C3 alternatives, or events coding.

  • Seller should bundle a license agreement in the package that allows his project to be used in commercial or free non-profit projects.

    Scirra licenses that are issued on the store are covering non-profit learn only usage as a third-party (meaning you can't use it to resell the assets or make money with the game but only learn from the templates there atleast for the construct game+source examples), however that license between buyer and scirra doesn't cover the seller agreement to client who created and put the items in the store.

    All other cases you have to contact the seller personally and ask him what is his stand on the usage of his assets.

    This is a old problem, but is easy to solve, by simply contacting the seller.

    Atleast that was the case for a few years, not sure if the store licensing has changed.

  • looks ok .... stop loop tough stops the loop condition for which the action "stop loop" is set upon.

    else will fire no matter if you have stop loop in that method(because is still a Else valid argument, anything that isn't above being it null, error, NaN, infinity, even halted status of loop, or not the values above etc will fire Else). what you can try is.... add another blank subevent under else ... not as a child of else but like a 3rd condition on spacebar pressed ... then move the stop loop there. see if that works... but then stop loop would not have a loop to work with ... ehm ... maybe Else is not best use here ... you could try pinpoint when exactly you want the error to fire... for example

    if space was pressed

    u got a variable that its value is set to a random between of 5 and 25.

    condition 1 loop is true if matches the variable above... play this audio ... right?

    condition 2 (should replace else ) and pinpoint what would be the desired condition here, like if loopindex("testloop") total loops equal to zero matches to textcheck then trigger error.

    you can do that by saving your loop into an array and record the match, if it matches 2 3 times then you can play the audio based on array entries and if it doesn't matches the array then trigger error. is a bit convoluted for something simple like this. not sure what is the purpose of your test, like what is it meant for .. probably there is a simpler or better way of doing it and avoid the loop/else problem entirely.

  • GeorgeZaharia but the above event does trigger, it just gets stopped prematurely with Stop Loop. Yet Else still executes.

    then either stop loop doesn't consider Else or the structure of conditions is wrong made.

    would help having a screenshot of your loop/else stop loop order of events.

    cause order of events top/bottom matters.

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  • that because else, triggers if the above condition isn't met, no matter what you put above it, else will always trigger. that's how else works it's a basic js action.

    unless you do else(condition == true/false) {do something}

    or in construct way you have to do

    in same else condition block another condition like

    ===========

    else

    someothercondition

    ===========

    but then else is redundant at that point.

    to better understand else in any use

    u basically do a 2 condition loop

    one would be that fires the first loop

    and once that fails to meet the condition

    else takes place.

    there is no way to avoid it unless you remove else entirely and replace it with the opposite condition of the above.

  • (done in around 6 hrs learned tons, most of shading/design is done in photoshop minus the robot body and the dice ... had to use some already prebuilt stuff from freepik, to much hustle for 2 perfect items already existing.)

    Learning-new design methods by cloning other apps interface ... i know i shouldn't but is a good practice for graphic design improvement.

    it will probably never see light of publishing cause of design being "inspired to the bone"

    for the curious the original app is ludo Superstar by High Morale Developments limited can be found on instant games.... they did an amazing graphic design job on the app, i can only hope to achieve such amazing design by myself one day without "inspiration".

  • just create another sprite as per desired shadow effect and spawn it behind the object when needed... is a sloppy job, but that's the only quick way of doing it in the canvas element without "technical" difficulties

    i think text objects in C3 support shadow effects ...... bbox codes if im not mistaken .... search the forum for text object bbcode it should take html css styling therefore making it shadow possible.

    only in C3 this might work... C2 doesn't do that... only if you are using a text input and make it look like a text object using CSS.

  • there is a solution for android in here => ugurkazdal.com/construct/3/2019/05/18/how-to-position-banner-ads-to-top-on-construct-3.html

    that post doesn't explain nothing, just that he searched for bottom, and found top... and somehow he managed to make it to top... fill in details for it... or is going to be considered spam dud.

  • Hi

    I know it's been a few years but I'm having a similar problem and I was wondering it those examples could be uploaded again because the links don't work anymore. Especially the one with multiple touch inputs.

    thank you!

    easier would be to just make a new how do i post and explain what you are trying to achieve linking this post in. you might actually want to do something different. but a simple solution would be to use

    X position to someXPosition+cos(angle*speed)*radius

    Y position to someYPosition+sin(angle*speed)*radius

    where angle can be the angle from center of the circle to touch X and Y for sin.

    speed is any number you want like steps to move can be .15 or 10 the higher the number the faster will move.

    radius will be the limit at which the circle area is bound to.

    the old planetary system tutorial i was saying 4 years ago got probably removed but here is a similar update on it

    construct.net/en/tutorials/basics-circular-motion-669

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GeorgeZaharia

Member since 30 Jun, 2014

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