GeorgeZaharia's Recent Forum Activity

  • i just tested it out with the default settings of platformer, it acts the same if i move.

    it's probably ur acceleration being higher than the deceleration make sure they are equal.(that is why i asked for a screenshot or setting values from your project, it might be some settings are not properly set)

    however u can override the default settings by gapping sort of speak the max jump to a surtain value by changing the player.Platform.VectorY

    and say in ur conditions on jump or up arrow/w key pressed player set Self.Platform.VectorY-(your value)

    default jump strength is 650 (that is not taken in account the moment u use the above custom vector.y) if you want to lower it just change -(your value) to desired strength.

    u might also want to disable the default controls and create custom ones by events like i explained above.

    if it's not fixing the issue, it's probably some event in ur project that interferes with acceleration / deceleration /gravity / game time scale.

    if u want to revert the settings of platformer behavior without removing the behavior and you can't remember what it was by default here are the values

  • Here you go made u a quick example. Also added some comments inside hope it makes sense to you.

    seconds to minutes to C2/C3

    see also old construct classic thread explaining this seconds to minutes to and stackoverflow seconds to minutes to to better understand how it works.

    I didn't use a function, but i used some variables and the calculation of how seconds are converted to minutes to hours and days etc... if u need weeks u just do weeks=floor( number / 604,800) if u need months that is a tricky one cause months aren't the same all year. but to get an average 28 days a month u just do month = floor(number /2,419,200)

    Have fun, and hope it's what you're looking for.

  • depends on how you setup the jump action. we need to see those events for jumping and how the platformer/jumping behavior is setup.

    in theory u could set a variable max-jump and set the vertical Y motion to it once it passes a surtain amount, it can also be that it pushes u higher cause of the inertia or sustain jump(the platform setting that pushes u higher the more u keep the jump button down) setting from the platformer if that is still a feature.

  • Days-Time-Progression (not real time) and here it is in Construct events.

  • I think I sussed it out.

    Zombie has LineOfSight to Player | Set angle towards (player.x, Player.y)

    Zombie |Set Bullet speed to zombie.speed

    System | Trigger Once

    | Zombie Set speed to floor(random(10, 30))

    you should set the zombie speed before you use it like this

    C:>Zombie has LineOfSight to Player

    |A:> Set angle towards (player.x, Player.y)

    Sub C:> System | Trigger Once

    |A:> Zombie Set speed to floor(random(10, 30))

    |A:> Zombie |Set Bullet speed to zombie.speed

  • Oh, sorry for that, i just checked the admob area for some reason i was confusing it with adsense or some other advertising company that was looking similar but had that option... only used ads 2-3 years ago then dropped them they are not worth the damage that they do to your user flow(my suggestion is changing to video-ads or iaps), yea so ... it seems based on scirra documentation the ad banner show at bottom by default, if you want to change the position you need to find or add the following lines in androidmanifest.xml

    android:layout_alignParentBottom="true" to android:layout_alignParentTop="true"

    here is an answer that might help you admob top or bottom of image

    the last response is solving the overlay bottom, and the one above it solves the top alignment(in the link attached).

    you need to open the project exported in android studio, or cordova manager type of software and find the file that contains that data and change those lines if they exist, usually should be in the androidmanifest.xml

    as by default might be placed at the bottom... that is if there is a relativelayout, Nepeo might be able to answer that.

    if there is no line already like that existing you need to be adding those lines above and customizing the width and height based on your ad banner type check the link for more details on that, or Google Import the Mobile Ads SDK once you done export from android studio or your project editor to apk signed or unsigned.

    also Construct mobile-advert explains the ad banners for Construct 3.

  • 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.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • 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 ^_^ ...

GeorgeZaharia's avatar

GeorgeZaharia

Member since 30 Jun, 2014

Twitter
GeorgeZaharia has 36 followers

Trophy Case

  • 10-Year Club
  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • x9
    Popular Game One of your games has over 1,000 players
  • x21
    Coach One of your tutorials has over 1,000 readers
  • Educator One of your tutorials has over 10,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

21/44
How to earn trophies

Blogs

  • 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.

  • My Dev Logs

    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.