GeorgeZaharia's Recent Forum Activity

  • u can try with if mouse is over block/position set object to mouse position.

    i think the mouse plugin has a hover condition...so u can use that, over the grid object if it's made out of object blocks, like sprites.

  • you can create other particles when shuriken is at same X position as the particle generator or in near vicinity.

    the particle object as lukew said i don't think has individual capabilities, even though i kinda remember something about it being worked on, not sure if was implemented already (i don't use the particle object that often ... very rarely).

    but you can create your own custom particle generator using a every 0.05 seconds condition and create a sprite action using the event sheet.

  • here you go mate :D try-this.c3p i actually i think solved this in last capx, i sent ... i just fixed it later on, you just need to redownload. but the capx that is linked here is basically that same thing.

  • ah that is cause of the local variables we used which are probably changing cause you change the layout size?

    You can redownload it, i patched it for you, and included a overlap creation fault system. So in case you create two blocks on top of each other, we pick the top overlapping one and destroy it.

    The local variables can be put as globals if you want to modify them from any event sheet.

    Just move them above the group.

    find.middle.multiple.instances-container.c3p Patched

    Hope it's gonna work now.

    Edited: Even though i think it still won't work, cause the localvariables need to update based on container position and blocks so the camera can always follow the blocks inside the container.

    Edited2: i patched it again, now the camera follows the position of the container + blocks+ grid. so you will have to keep the container invisible not destroy it after creation of ship. You can redownload from the same link.

    Edit3: made a few more modifications, now you can move the container with arrow keys, however it will eat up a lot of cpu when all objects move, so you might want to destroy the gridBlock_container once the ship was created. so you reduce the amount of items keeping track of the position of the container, therefore lowering the cpu usage.

    you can rerun the grid build up when u enter the editor mode, instead of start of layout you move the grid creation when you have a condition like, editor is enabled Trigger Once.

  • I don't think the parallax speed has anything to do with the size, the Z position does however, as its further from the camera or at -zN it's size will be smaller, but i think that is already taken care off by Construct.

    As for how the math's work i have no clue but is basically the math's from isometric projection for the Z order part. the parallax is just moving left or right at a different speed than the camera against or with the camera direction.

    Hope that's what you meant.

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  • the bbcode is basically a inline style added to the object in html5 would look something like this

    <div id="sprite" style="background:#000000;"></div>

    where style=""background:#000000" would be your bbcode.

    the inline style is not really recommended for websites as they might interfere with the style.css and cause styles to overlap or display wrong or throwing errors that might affect the loading time, but for games made in Construct shouldn't create resource issues, or css style issues since there is no style attached to the objects you give that bbcode by default, and if there is Construct probably has some script that replaces the existing style by default with the one you input using bbcode, so it's pretty much harmless. - well Ashley answered this one, seems is not working as i was thinking.

    as for the space inside bbcode to expand the area im not sure what you mean.

    If you are exporting for html5 you can open the index.html inside the zip folder you get, and inside the header of the index.html you can add this

    <style>
    body {background:#000000;}</style>
    

    and if you want to have a background image you change it to

    <style>
    body {background: url('image.jpg'); background-size:cover;}
    </style>
    
  • when you create the hitbox immediately after the action that is

    "create hitbox at XY layer 0" or if you use

    "object.Spawn object at imagepoint 0"

    under it you can add the following action set hitbox size : width = hitbox.width + random(10,-10) Height = hitbox.height + random(10,-10)

    that will make all the hitbox created have different size, you can change the 10 , -10 to whatever value you want.

    that way you create either rectangles or squares but if you want to keep the aspect ratio of the hitbox in case u want all to have a square look or initial size, but only like make them smaller or bigger without warping the initial shape u use hitbox.set scale to random(0.8,1) where 0.8 is 80% of the initial size and 1 is 100%.

    and random(n1,n2) picks a random value between those numbers.

    the same way if you have different animations for hitboxes, you change the animation by adding another action under like

    hitbox.setanimation to choose("animation1","animation2","animation3") but you have to have those animations inside the sprite object hitbox.

    if you want to change the frame in case you have only different frames, like different shapes stars, circles, squares etc. u use

    hitbox.setanimationframe to floor(random(0,hitbox.animationframecount-1))

    for the animation frame change you need to disable or set the animation speed that contains those frames to 0 so they don't change after u set them.

    where hitbox.animationframecount is the total number of frames you have inside that animation for the hitbox, but construct counts from 0 and hitbox.animationframecount counts from 1 so you have to subtract 1 in order to get the right total frames count based on Construct's counting system.

  • I modified Kyatric's capx (which is amazing), to spawn the blocks inside a container at mouse position, and rearrange them in case they go outside border.

    download find.middle.multiple.instances-container.c3p + grid_spawn - C3/R139 required to open the file.

    i added an extra mode for you, in case you wanted a grid lock spawn.

  • I don't know how you doing the creation of the ship but i would create it at a invisible sprite position and use that invisible sprite to center items around it so that the center of the ship will always be that invisible sprite.

    then u can scroll the screen to it or the yellow block but you need to have enough layout size. if the layout is the same size as the viewport size then there won't be nothing to scroll.

  • I'm not sure if this is to be posted here or is there a effect conversion topic?

    Finished porting the Glsl Sphere effect from ChrisBrobs to C3, tested it successfully on NW.js export using the latest Chrome version (c3_runtime export).

    I DID NOT TESTED it on mozzila or other browsers, but once i do il update the version description.

    You can get it from the C3 addon page or clicking the link here Glsl Sphere

    This is useful for those that are looking to create a 3D sphere rolling, using Construct.

    Ex: 3D planet spinning, or a top down view of a 3D 8 pool game.

    The Glsl Sphere version i ported is the one with RotSpeed, X Rotation Flag, Y Rotation Flag, z Rotation Flag.

    I did not ported the one with Roll parameters from Gigatron (because of the zoom parameter messing up in C3).

    To properly work, you need a texture inside a frame of a sprite object with the size of 512px width by 256px height or similar aspect ratio.

    Have fun.

  • Added 32 Weapons (3 types),32 armors, 40+ heads/helmets. water pumps, repairable turrets,destroyable terrain, persistence between zones, herringbone and perlin noise blend of modularity, endless levels tested out to 70000 so far, creeping alien growth, portals, earth-day events. more to come. Procedural item shops coming soon.

    damn that sounds good, but are the 70k levels procedural generated? or are you reusing a surtain amount of levels?

    amazing stats progress :D

  • yellow object from what i see is sitting in the middle of the spacecraft, just the origin point of the yellow object is in the right side middle, change the yellow origin point(origin point is the 0 index image point if u move that u move the origin of the image) to the center of the image.

    the above is for sprite objects, if its a tiledbackground settings menu in left side of projects has a origin option, make sure is set to middle or center forgot how is called.

    if they are already in the middle for the yellow sprite/tiledbackground check ur spacecraft origin point.

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GeorgeZaharia

Member since 30 Jun, 2014

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