GeorgeZaharia's Recent Forum Activity

  • in that case you need to destroy object when collision is happening, or disable collisions once the player collides with it, without any wait 4 seconds or anything in between.

    please see my above reply i edited and added a few example pseudo-codes.

  • Imagine that we first have a Player then after 10 meters Object 1 and after 20 meters Object 1 (copy)

    When the Player approaches Object 1, then (for example) object 1 must create a new object (for example, object 2) on itself.

    And here dances begin with a tambourine, since the object object 2 is created immediately and on object 1 and on object 1 (copy).

    i see you have a collision/overlap issue, so what happens is when the player hits object1, object 1 clones himself as a new instance in the same position, position at which the player is already overlaping the object therefore triggering the collision again, and spawns again another object and so on.

    try push the player outside the object1 when collision happens even if it's 0.01 pixels outside to it so is not noticed to the player, that should fix your issue.

    also make sure you destroy object1 that initializes the new cloned object in the same event action that makes the new object. on the same tick.

    here is some pseudo-code

    player.oncollision with object1

    object1 spawn object1 on self.

    player.setX to self.x-0.01

    now the above is applying for a sidescrooler type of movement assuming the player moves left and right only. and assuming the player stops the movement at the very first contact with the object1.

    otherwise you could add a timer on the object created to enable collision so it's not happening that fast.

    think of it like this

    if object1 hits player.

    object1 destroy

    object1 spawn object1 on self

    set object1 collisions disabled.

    set timer to activate to 2 seconds

    if timer countdown is ready

    object1 set collision enabled.

    that should give you the basic idea on how things could work with a delay, so you have time to read the text.

    or you could save the position and area of object1 on initial collision then save the position and for the new object say if player is in same area as before don't do nothing.

    once the player is outside the area activate object and then the loop of collision can happen again.

    hope it makes sense.

    if you could share a c3p file would help us understand better your setup.

  • try open it with latest beta release editor.construct.net/r141-2

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  • sprite on collision with bumpinto

    repeat 3 times move sprite at angle angle(sprite.x,sprite.y,bumpinto.x,bumpinto.y) +180 speed to move (loopindex+1)*distancepermovementstep

    that might help, but if you are using a grid to move .. u might want to adjust the movement based on your grid system.

    if you have a bullet motion then you have bullet.angleofmotion and u can revert it to bullet.angleofmotion+180 which is opposite side of your current movement direction/angle.

    now if the above loop might not work or cause conflicts on how the movement is happening if used with bullet behavior.

    to adapt to bullet behavior you need to either disable the bullet behavior or change the repeat loop to change angleofmotion to angleofmotion+180

    then stop and revert back the angleofmotion if the movement is to be continued forward based on distance that is equal or greater 3x block size or step size that the sprite object that is reflecting has to move, from the bumpinto to sprite current position is a bit confusing but i hope it makes sense, is actually very simple.

  • Anyone else experiencing downtime with facebook?

    don't tell me i have to talk with people face to face now :-s

  • the user there just told the bellow was the solution to this issue... same as frankie.... so just drop/place the image u want to share in the layout from which the share action is called.

    The sprite must be in the same layout.

    i keep saying frankie but is fredrik lol ...

  • i don't know if this is having any sense to you but what i see in the image is this

    you call function with name"t2" but you have creation of sprites on function with name"t1" ... maybe is something we are missing?

    What "t2" is supposed to do? and why is "t1" function there? how is "t1" called? and again, as i mentioned to another function related question, having a wait 4 seconds in the trigger once function call doesn't work like that, you have to replace the wait 4 seconds with a timer being it a global number or the timer plugin.

    atleast that is how i solved that wait "n" seconds issue... mainly cause functions calls and anything else happen on a tick bassis, adding a seconds based delay inside a trigger once tick condition makes the function not trigger properly....

    creature_spawn here is the wait "n" seconds workaround inside a function call.

    hope it helps.

  • And GeorgeZaharia what you say works, but i am still not getting a popup when it comes to the IG "share" , IG show add and everything else works, facebook login works.

    Well if you are using the facebook login api and your app is working on messenger app, then u are using both facebook api and IG api, and the share action ... on my solution would be actually facebook share wall post. which has nothing to do with IG. Sorry about that.

    Also, can we see a c3p file on what your setup is looking like, we might actually all have solutions for this problem, just maybe we confuse each other lol? the facebook/ig part if you can isolate it.

  • No, that is not possible and also not allowed by Facebook.

    You sure? cause my app has both apis running in same time and works just fine, i don't use the facebook api functionalities inside the game, but my dev.face.dashboard is detecting the implementation, so if i want to go and create a wall post function inside the game i can do that, since is linked. (Also both apis in same game was vetted by facebook approval system.), now im a bit confused, on what you mean that is not possible, care to explain in more detail? i might of thinking on something else.

    This is how my app is setup, IG object in the facebook dashboard, ig plugin in the C3 project. make app available for desktop in facebook dashboard and facebook gaming platform and whatever possible visibility facebook offers, then use facebook plugin and link it with the secrets and key provided. submit all to review with all data added properly in the review process and it should be live. All you have to do at that point is implement inside ur c3 game/app a action to wall prompt on facebook (this should be present before facebook review). That is what i did without the action i might actually update the game just for the sake of testing this, even though im not sure if the new version will have to go again trough a approval process(which might take a long time or not).

  • And THAT was helpful, that was my question, first you said it will not work, but now i understand you. IG can share, and that is exactly my problem, i cannot get it to work, while show ads etc works.So i am asking people for an example or some help, not the difference between 2 sdk's

    Hi there, wanted to point out the obvious here, while the difference of the API's already seem to be acknowledged there is a put in practice solution needed, but as Ashley answered: You can't call a wall prompt post from IG.

    But you can use facebook api or the Construct facebook plugin and IG together in your game, and have facebook plugin when a button is clicked to wall post something to user profile, and IG do his gaming platform thing(which isn't much that C2IG API does outside a leaderboard call, some profile info, and a few share/invite to app of friends chatbot, ads, and kinda that is it, you should look at the Instant Games plugin description in the manual to see what features are available and not.)

    For how to integrate the facebook API an correctly access data and post things please check this tutorial made by Tom a long time ago, it still applies today, with a few changes but the process should be the same to have your app connected to facebook api.

    There is also a youtube tutorial that explains in detail the same process and also explains how to wall prompt with and without permissions.

    Construct make a facebook game

    Now i know the examples i sent, are for Construct 2, but you will find out that Construct 2 and 3 are very similar, in fact they are so similar that personally i stopped talking about versions and i just call it Construct.

    So if you don't find your answer in a Construct 3 thread section, chances are you will find it in a Construct 2 section, that is if Construct 2 has the same plugin, behavior or object.

    In this case Construct 2 doesn't have IG plugin, but it has the facebook plugin with the feature you need, so i hope it helps you out, have fun.

    (TomHi there, i know there are C3 tutorials probably more updated and better suited for this case, but since the tutorial section doesn't have a search field anymore is hard to identify what we need, maybe add the old google search for tutorial section like C2 tutorial section had? that is if it's still a possibility today. Worked very nicely for years.)

  • what is C2.5? you mean works in C3 under c2runtime?

    Amazing listing hehe! is just we need a ported list pinned on the construct forum. so we don't post 1000 different websites and google sheets all over the web.

  • you should do a function structure and a bit more conditional then that.

    here is a example creature-spawn

    Also your title is not matching your question, is weird... please take your time and change it, so community members can answer about the correct issue you have.

    you are asking how to spawn a object every 5 seconds with 1 second apart from each other while title is saying "how do i export my game" xD confusing, is like opening a kinder egg.

    As for explaining why your code doesn't work, if you notice you are running a every 1 second loop under 1 time trigger? they don't go like that, you can't really run a loop with a wait in between under 1 time trigger cause the 1 time trigger only lasts 1 tick. where 1 second is 60 ticks or more in a second.

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GeorgeZaharia

Member since 30 Jun, 2014

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