GeorgeZaharia's Recent Forum Activity

  • I play my music intros and loops as separate files, but on its own the loop doesn't seamlessly play after the intro. Is there somehow I can use audio scheduling with music folder files? I tried using it and it acts like I didn't even put scheduling in the script.

    EDIT: I found that music files give a duration of 0 so I guess it's a matter of somehow determining the music length.

    you can use the song ended expression and play next the next song based on that, or start playing the song at 2 seconds before the song playing ends, by using the expression audio.tracklength or something like that.

    You might need to edit your music files with a audio editor, like audacity or something similar and remove the silent parts and beginning or end of songs, you will also get to know what is the actual song length from that, the schedule expression works as intended however as with any object in Construct is a matter how you use them.

    Construct offers you the tools, but isn't doing everything for you, you have to puzzle them together, and use some common sense. Have fun ^_^.

  • Every time I use Q3DSprites, they always face the camera, and I need them to not do that. Any ideas?

    i think they are locked that way. can't really remember i didn't used q3d in a while now.

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  • What is the best hosting that i can upload some php files and execute it using Ajax.

    Except 000webhost because the most hours of day is down.

    try freehosting however if you planning on having lots of calls and some memory take a premium plan from a company that you like.... i personally prefer fastcomet its premium and is going to cost some $$. The best hosting is the one you can afford and serves your needs though.

    any hosting allows you to upload php files and execute ajax... is a matter of permissions on your files and php files etc.

  • Yeah, I had checked that out before. I'm not a C3 user yet but it is interesting. That game is more along the lines of Legend of Zelda, though. I'm really talking about something akin to Final Fantasy, Dragon Quest, etc. Those games are far more complex and random and that's what I'm looking into.

    the game mechanics don't change, but the graphics, the demonoir offers you the logic and mechanics of a rpg gameplay, you can take those and do ur pseudo 3d with C2 or C3 and make whatever game you want, you have to remember games are like puzzles ... its a bunch of random pieces that are arranged in different ways, yet their goal is the same.

    Also if you are thinking Final Fantasy 3D or dragon quest 3D you might find it a bit difficult to do in Construct as its a 2D game engine and not a 3D one.

  • Hi There

    Does by any chance we have now such a plugin for appsflyer, I just wanted to check here, before opening new topic?

    Thanks!

    no there is none, and it won't be anytime soon.

    Because appsflyer doesn't offer a public api/SDK, they can do the plugin themselves but you have to request them and maybe sometime in the future they will consider it.

    just use google analytics has all the features appsflyer does + some more.

  • as Maverick1912 said you can use that approach but it will repeat the songs, to make it random yet not repeating you have to keep track of last 2 or 3 songs that have been played then exclude them from the next list of random selection.

  • Now I'm actually thinking about using just taps to move the blocks... How would you suggest doing the rotations?

    ^_^ ... that's where i was stuck as well, cause there is no screen space for buttons the game area covers almost everything, and my template has even the left side "hold piece" and if i make the gameplay screen smaller i would had to squint my eyes to play which isn't very good.

    but i guess swiping up could be a rotation possibility, tapping to move and swipe down to force down the blocks.

    the problem with your delay of 0.3 to activate swipe is that it works good on low levels right? cause the speed of blocks is slow, but the moment you are like level 10 or 20 or whenever u increase the speed the blocks, the waiting 0.3 to activate movement fails, that's why i think tetris blitz got it perfect as movement for mobile, the game shows you all the available moves of the current piece in play, and u just select one of the possible moves. I stopped my tetris development there, cause im kinda bad at arrays. ^_^

    however if your version has screen space, id just put a rotate button somewhere on the screen. and use the tap to move pieces. but my version doesn't have that luxury ^_^

    on my end i have the keyboard controls as secondary and works good so far, and mobile is in the workings for a couple of months now... im stuck at decision making on it.

    another reason i stopped development on it, is cause tetris company ltd has a monopoly on the gameplay (including every aspect of it patented, and any clone that is out there is going to be sued whenever it gets any revenue that makes some more than a cup of coffee. you can license the game from them, and clone it, but is probably gonna cost to much to be feasible.)

    so im not really sure i want to make a tetris clone anymore for a while now ^_^ and spend my time on marketing it and be then taken down.

  • Didn't downloaded the file however the bellow is my solution.

    a simple way to achieve this, would be: having 2 instance_variables on the player one that detects if he is_moving, and one that keeps a value amount let's say timeWait=60.

    (make sure to add the keyboard key is not pressed condition/s for each user keystroke that can be inputed)

    (0 false 1 true - if user is pressing a key it means the player is moving then the value changes to 1, if there is no user input then value changes back to 0)

    then you can reset the timewait by saying

    that way it always resets when the user presses a button.

    that should work, is not the most elegant but should give you and idea on how the mechanics should work, and then apply and tweak them based on already used behaviors, or code you have.

  • if you want the font size to increment based on how many letters or characters are in the text field

    you can simply use, len(Text.Text) that gives u the number of characters and then divide or multiply those by 2 or 4 based on how much you want the font to increase and set the resulting value as the new font.size.

    and there are some useful stuff inside here also that might help you, text-character-width-in-pixels

  • condition

    distance(car.x,car.y,parkinglot.x,parkinglot.y) =< 20

    abs(car.speed) =< 5

    trigger once

    action

    parkinglot.set_animationframe to 1 or the red color frame number.

  • make a variable on him and call it _jump lets say

    then if jump is 0 he can jump.

    if he is jumping set the value to 1

    when he lands reset the value back to 0.

    that should work, depends how you make him jump now, the above won't work mid air with the platform behavior default jump input. you will have to push player on Axes Y by some amount.

  • I'm making a game about light and i want the enemies to be repelled by the light when they overlap it. Any ideas how i might do this?

    depends how you are using the enemy movement,

    if you move the enemies by giving them a speed value (using a variable) then u can reverse that value (if is a negative value make it positive if its a positive value make it negative) and it would change direction.

    mainly can be achieve by using a global variable call it speed, and set the object enemy movement speed to that variable every time it needs to, or you change that value.

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GeorgeZaharia

Member since 30 Jun, 2014

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