GeorgeZaharia's Recent Forum Activity

  • Use the scroll to system expression and then put the desired X and Y coordinates, if u don't use lerp or any smoothing algorithm viewport will snap to the position set.

    so if you teleport the character and want the camera to always be on him just set it everytick (it will do the same thing as the scroll behavior for objects), make sure your layout is large enough to pan the view though.

  • Fun fact about Construct is that almost everything is possible with it if given enough interest and logical sense...

    Anyway, so you want a day progression system in your game(not real time but a ingame day system), as i understand...

    To do that you need a variable that counts days u can call it "Days", a variable to counts how much time a Day will last? in seconds lets say and call it "DayTime" and give it lets say a value of 3600 (3600 seconds = 60 minutes in real time, but we will make it run faster) and a text to show all that to you.

    C:> If variable "DayTime" > 0 | A: > subtract from DayTime 0.2

    C:> If variable "DayTime" =<0 | A: > Add to days +1

    |----Trigger once while true ------- set variable DayTime to 3600

    C:> everytick | A: > text set text to "Days: "& Days & "TimeLeftInDay: "& DayTime

    Have fun. How you use them and where you put them, to work with your project, you have to figure it out yourself, Construct gives you the tools you need, but you have to understand how to use them(see Manual and Tutorials), and apply reasonable logic, if you do that the sky is the limit.

  • screencast or screentogif there is a app that automatically taks a screen capture of your screen or makes agif then automatically uploads it to cloud and u can use the link from there and use [ url = http://some.tld/file ] some text [ / url ] with no spaces between the square brakets

    or [ img = url of image ]

    if u want to use the print screen button on keyboard then upload to google drive then u use the link from google drive and take the id of the file ex: https://drive.google.com/open?id=0B0lqVR-ryWBQcjJQTS1Ta0NLdXc

    and put it in the following link [img = https://drive.google.com/uc?export=view&id= 0B0lqVR-ryWBQcjJQTS1Ta0NLdXc]

  • Construct 2 expressions are the same as Construct 3 expressions just some expressions in Construct 3 are newer but old ones from Construct 2 are still there. So it's ok, sure if you find Construct 3 tutorials would help better, but Construct 2 has been around for 10 years i think now if not even longer, so Construct 3 being built on the same similar expression system it won't hurt you learning Construct 2 expressions they are literally the same on event_conditions, Construct 3 might look different but it does the same thing using the same expressions and as i said above, with a couple new changes, but if you look close enough they are there.

  • Yea, don't worry, is all about testing there is no wrong or good way in Construct, if it's working then is good if it doesn't well it doesn't.

    It's all about trying to understand the tool you are using, in this case Construct, learning how expressions work in Construct will make you understand how to combine them and creating a behavioral pattern for your enemy in game or player.

    We all started as hobbyists here, and some of us went to another level and to other languages, some stuck at hobist level.

    Just give it time and learn from the tutorials and example files available in the forum and community tutorials, it will soon come to you what you have to do.

    Have fun!

  • functions if you look at them have parameters which you can define

    the order of those parameters are 0 = being first 1 = being second and so on, you can add a N numbers of parameters

    in order to set a value at a surtain parameter you do the plus sign on the call function .. or set function .. and a parameter is added then u add a value in it being it text or number.

    then to use the parameter u call its position from top to bottom, if its the 1st on top then u use 0 as explained above if its the 5th parameter in order u call it by using 4 and so on.

    the order of the parameters follows the same numerical order as loopindex... they count starting and including 0 not from 1.

    take for example a function named "set_stats" with 5 different parameters

    and we do the parameters like this

    0 = 100

    1 = 10

    2 = 5

    3 = 200

    4 = 50

    lets say the stats are to be set for a character with the following variables defaultHealth, Strength,

    Stamina, Defense, Coins.

    then when we call "set_stats"

    C :< Call Function "set_stats"

    --------------------------------A :< set player variable defaultHealth to function parameter 0

    --------------------------------A :< set player variable Strength to function parameter 1

    --------------------------------A :< set player variable Stamina to function parameter 2

    --------------------------------A :< set player variable Defense to function parameter 3

    --------------------------------A :< set player variable Coins to function parameter 4

    Building a game is a pain ^_^ ...

  • mfalcuta

    set ViewPort X and Y to player X Y there are system expressions for that.

  • You can look at the RTS example Construct has, the enemy Ai there kinda goes near the player and starts shooting at it if to close or in range.

    There is no way of defining a Ai behavior, there is only the event_programming which accumulates in a series of rules and actions the Ai would do... Ai is not actual Ai, but a set of rules we pre-program.

    It shouldn't be named Ai, but Pre-Programmed Behavior or simply a Blueprint.

    And that as i said above, is something you as a game developer have to come up with by yourself, i can do it for you but you wouldn't learn anything as you wouldn't understand what i did there.

    Please consider taking the tutorials i sent above in the links, and try see how they work, after you do that you will understand how to event_code a Blueprint yourself.

    Keep on learning.

  • Since this would probably take time to implement, can we get instead WebP support? instead of current PNG stripe sheet export images? Same quality and features + support on over 70%(natively supported by chrome,mozilla,even and many big name browsers) world wide browsers and devices (cause around 30% are '99 outdated devices / platforms -who cares...)

    To make this clear, instead of exporting the images as PNG strips, instead convert them to Webp, if selected as that. Like not making it default but optional conversion.

    that saves around 50% + image size on game assets.

    Maybe i should add this in the Ideas forum.

    Edited: and here it is WebP Suggestion Submitted

    Having a lower compression image structure, would allow us to fake the SVG functionalities(which we can now by using normal images and lots of event_coding) at lower the GPU/CPU usage and faster data serving.

  • I'm not sure if that is a intended behavior, it might be on some devices it acts like that and some doesn't? Ashley should be able to know this better.

    Another work around would be to use spritefonts instead of texts, it might be the spritefont aren't gonna be interfering with the mobile device text rendering, since they are image based.

    Also instead of adjusting the font by decreasing their size, i would set the font to be locked at a surtain size, for example let's say on desktop you have it at 24 points, but when mobile is detected force 24 points or 20 points, when the text is updating the text.

    You can use the system expression is on platform

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  • do you have pixel rounding on? it might interfere with the mobile retina or Physical Resolution.

    understanding pixels resolutions

    hope it helps.

    if it doesn't fix it for you, you will have to code in events for mobile platforms a different font size.

  • it's possible without plugins also, but they will be very rudimentary or as complex as you make them by event_coding.

    For example if u want your enemy to chase you u just compare the distance from evemy.x to player.x and make enemy.x set to self.value + or - an amount that you want.

    for example

    C <: ifPlayer.X < Enemy.X

    (meaning the player is in left of the enemy)

    compare two variables

    C <: distance(enemy.x,0,player.x) =< 200 | A <: Enemy.SetX to Self.X - 5

    (meaning if the distance from enemy.x and player.x is equal or less than 200 pixels then the enemy will start moving towards left side from its current position by -5 pixels)

    and u do the same thing for the chasing enemy if is reversed by adding instead of subtracting and comparing ifPlayer.x > Enemy.X -- but don't change the distance =< 200 leave it the same.

    and that would be the follow ... then for shooting the player or jumping over obstacles you need more event_coding, but there are tutorials that are doing that without events, take your time, a good game is made in time! Have fun!

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GeorgeZaharia

Member since 30 Jun, 2014

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