GeorgeZaharia's Recent Forum Activity

  • Hi all,

    I like to make a small railroad simulation game with Construct 3. I have the book "Learning Construct 2" which mention that simulation games are very difficult to make in C2.

    Simulation games are the easiest to make in C2 and C3 not sure why he said are difficult.

    I do agree in the case where, if you compare a simulation game to a 2 minute game then the simulation game is difficult, but the same process of creating the 2 minute game goes in the simulation game as well just more complex. So definitely, C2 and C3 can create a simulation game, now there are a few things that might be difficult and maybe even impossible to achieve but those are influenced by your ability into coding, graphics and logic programming in Construct and other skills that you personally might not have, or knowledge about some things required by Construct or your game logic and assets, however everything can be learned, all you need is give it some time, and not expect over night results. The beauty of C2 and C3 is that you can do a pretty complex game with it, with zero knowledge of the traditional coding and programming. However do not expect Crisis 3 to be made in Construct also do not expect Unity 3d games made in Construct.

    From my opinion i see it as a prototyping tool, that can be used to make games, apps and even animations in minutes, as long as finished products, but then again if you read the manual there are 3 stages of knowledge: Beginner, Intermediate and Advanced, i would also add Pro Level after Advanced cause there are people in this community that are working in Construct like are breathing air, but thats off topic.

    Resuming to the difficulty, the process of polishing your application and becoming a intricate final product is another story, and when you are asking if its possible or difficult to make a simulation game in Construct ... to me makes no sense that question!

    Any game is possible if you know the engine you will use, and any game is difficult if you have zero knowledge in the engine your about to use.

    Now about the book: Who wrote the book? - is he even a Construct user? or he is just a writer?

    If is the book i found online, those details in there are same details you find in the Construct official manual which is free, the same templates in the book are the same as the default templates and tutorials that are made by the official channel and can be found both on construct.net and on

    Subscribe to Construct videos now

    .

    I think the book writer is just a writer and the information in the book might be written just to be written by somebody else (im not going to buy the book just to prove it, but il trust my guts and usually im right, unless the book was created by scirra members and i mean official members, then the difficult part might actually be true to a surtain extent or into a surtain situation).

    My advice to you:

    Before you go into a course tutorial online outside official information, first make sure you have a basic understanding of the engine you are about to use to make your application with, before you buy a "specialized training book".

    The answer to your question if is difficult to make a simulation game in Construct being 2 or 3 or Classic is the same: "Is as difficult as you make it."

    This was not a rant or diss, was my honest opinion.

  • I am so excited to say that I have reached 30 million views & 150k Subscribers and Today I received my Silver Button.

    Feeling Awesome

    congrats man

  • How can I use BBCode to apply style to a certain word in a Text object.

    For example: "<b>Hello</b>, I am a <color=#fff>regular</color> string."

    I don't want to use a million Text instances to accomplish that..

    <b>&"Hello"&</b>&", I am a"& <color=#fff>&"regular"&</color>&" string."[/code:2fi2hany]
    
    something like the above if you want to use the code inside the text itself, however Construct doesn't allow css directly in the text you have to manually edit it by events using a text input object and not a text object... and find each specific word and give it a css based on the text case sensitivity, however might be a headache, id just use sprite fonts or sprites directly instead of text, if that is just a message you want to use. 
    
    also it might work with js ... but ehm there not enough tutorials around about this. may i ask what is that you want to achieve? in what context like behavior will be used? that way il probably be able to help better.
    
    to use css on text inputs see this [url=https://www.scirra.com/tutorials/1283/easily-add-css-effects]tutorial[/url] < for C2 runtime and C3. if C3 runtime is not usable yet since is experimental.
    
    edited: i was about to say might be supported in C3 runtime, as Ashley said bellow.
    
    However personally i noticed, C3 runtime might not be compatible with some behaviors or plugins yet since is still in development.
  • Thank you so much for the detailed reply.

    I could found compare animation frame I guess it's not the same.

    ENEMY EVENT SHEET specific part of the knock-back + ignore for 1 second:

    No problem, was my pleasure.

    Animation frame count works, faster then wait condition between, as long as the play animation is not interrupted by what ii said bellow.

    You could set the ignore off after the animation hit has finished playing that way you eliminate the wait 1 or 2 seconds condition which is causing your delayed animation. see capx bellow as how to convert it with simple default C3 conditions and no wait actions or every 2 conditions, i also left a conclusion there, in case things are confusing, however i might of made the conclusion a bit confusing by itself. the idea in the end is try code your game animations without any wait actions in the animation code. just trigger the animation when is needed and not mix it with the delay of other conditions mid animation playing, hope it makes sense, and helps you in your development, and sorry for the late response.

    Download: animation example.c3p

    However your animation control system is probably better. But i bet you included the event system above and eliminated all the wait conditions and expressions from it. Which kinda reaches what i was saying.

  • Iterations display random combinations. Can click on them and customize and save to DB.

    Would have a DB of colors

    DB of models. etc

    if as the person above mentioned models you mean animation sprites, which are frames and not actual 3d models, then is doable, you just host the files on a online database, and use ajax to call them and set them to sprites, same goes for the colors.

    can be done with ajax, or google spreed sheets, try this tutorials :

    example 1 ajax

    example 2 google spreed sheets db

    search query

  • Your issue: As you can see the on collision the player is "trying" to run the "HIT" animation from beginning but it stops for a few ms and then begins.

    i experienced something similar the past few years the solution was because of the way i was arranging the condition for example:

    when hit happens > animation 1 
    if landed behavior etc .... < this takes about 0.1 0.2 seconds to calculate and trigger the actions.
    if got hit with count objects ... < same here, depends on how many objects the plugin has to count and verify collisions with.
    if animation 1 finished play animation 2
    
    ////////////// this is usually how people code things in C2/C3 and that is a bad adoption, cause is against how Construct Works /////// this is the nr 1 cause in slow performance and "broken" code in Construct, in my experience.[/code:1wd4pmc3]
    
    the fix is simple  by moving the last condition after 1st animation or put 1st even should fix your delay
    
    [code:1wd4pmc3]when hit happens > animation 1 
    if animation 1 finished play animation 2
    if landed behavior etc ....
    if got hit with count objects ...
    [/code:1wd4pmc3]
    or in another case, you might want to check for collisions first then trigger animation in that case the following format should apply.
    [code:1wd4pmc3]
    if landed behavior etc ....
    if got hit with count objects ...
    when hit happens > animation 1 
    if animation 1 finished play animation 2
    [/code:1wd4pmc3]
    
    also make sure your animation frame speeds are default or to 0.1 or what the default speed is, do not confuse frame speed with animation speed they are different things.
    
    another thing to check, any "wait" or "every 1 second" conditions, between the conditions you have, needs to be removed from there and place at bottom of the event sheet, that way all code runs normal and wait happens after all animations and visuals are fast played, the "wait" & "every 1 second" conditions dont only apply to the condition are on, but to every condition in your event sheet that is under them, same thing applies to conditions that take a long time to calculate things as explained above they will delay the entire game system if placed 1st, C2/C3 as any website html5 code (css style, js etc), will read the code from top to bottom, therefore you need to prioritize the order of the conditions(this is a pretty well known issue, that is to be taken in consideration when you optimize your game/app for speed... but im guessing not many people do optimizations on their game).
    
    if any of the above are not fixing your issue, one simple trick is to increase the speed of the animation that gets lagged, and to last less then it does now, as i see your animation is pretty fast, and natural, there is only a slight delay, if you decrease the time should last, that will "fake" the fast movement, (if ur lagged animation has the same frame duplicated just remove some of the frames, since they are the same frame duplicated and there will be no changes in visual experience outside how fast it plays).
  • Fun this little funny tool for people who has grand ideas for games, and may need some cost/time estimates.

    http://yourgameideaistoobig.com/

    After removing some features, I landed on $147,420* or 3 years.

    :p

    What about your dream project?

    for fun i clicked all settings and i go this

    Estimate: $458,893,924,742*

    You could hire a team to make it for that price.

    Or you could make it yourself in about 9177878.0 years

    Well i say bring it on... <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing"> <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing"> <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing"> <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing"> cause i dont have 458 bilion dollars ... my best chance is to squize the 9177878 years into next 30 years <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">)) supposing i dont die at the computer by forgetting to breath or something.

    however the project i always wanted to do is

      Deep Crafting System! Both PVE and PVP Gameplay! Hours and hours of Campaign Story Mode! Branching Dialog Trees with a novel of text!

    Estimate: $19,440*

    You could hire a team to make it for that price.

    Or you could make it yourself in about 5.0 months

    choosing those features i think are cool enough and plenty enough features <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> for any type of game.

    this actually .... made me smile a bit.

  • It works for most european countries.

    I believe they soon will whitelist romania as well.

    where i can see that?

    is there a whitelisted countries list somewhere? cause in the payout settings i can select my country, i can also add USA as i have a usa partner, however on both methods i get the "not accepting requests at this time" type of message. is that a country thing or an account thing? i sent a message to the audience network as well asking about this issue, nobody has an answer.

    to be clear, i have 2 games accepted by the review team, ads work good in testing, everything is on point, but the audience network just doesn't let me submit my payout so i can forward to app review ads thing again, and get live ads, and not the test ads. waited 2 months to get approved lol. lost so much time compared to other games on the platform now.

  • Ashley i noticed instantgames the official facebook sdk now supports In game purchases, would we have that feature inside the C3 plugin? their ad monetization program doesn't work sadly for users (edited: some countries in Europe atleast i.e Romania in this case.) outside USA /UK/ Canada ... so there is no way atm to monetize using instantgames.... they also don't allow custom ads from other networks inside the games.// sorry if this was already answered ... my keyword search couldn't find anything related to this on the forum.

  • Edit: Fix\Half fix

    If you Scroll with the Scroll Wheel first then hold Ctrl it seems to zoom the UI of construct. If you hold Ctrl first then Scroll it zooms the Layout view.

    Not sure if that is a bug or the way its supposed to work but I thought id post the fix here in case anyone else comes looking here for a fix. I dont really like that setup.

    the same ctrl+wheel works for all browsers, or atleast firefox /chrome, what happens when ui of C3 and website zooms is that you are not focus inside the C3 interface. to get only C3 to zoom in or out you need to click the C3 layout or event inside the browser then use the zoom. for browser reset just click the top zoom icon and reset to default. on chrome that function is near the bookmark star at the end of the link address bar, for C3 reset zoom u need to go to zoom tool in the menu and reset it to 100%

  • What gamecorpstudio described with embedding Newgrounds games has actually happened to me, just on some other portal.

    In fact I was looking at Gamedistribution's sdk as a possible solution for unofficial embeds by having integrated advertising.

    But there's not much information on how its all supposed to work, and since they seem to want to be part of the distribution process, I find it a little iffy.

    i found the following links to get an idea of what their using for their ads, however the most important part is the decompiler. without it you can't embed your own ads in a game. you could overlay like i mentioned above your CMS ads over the game area like kongregate does. but that will be bad for user gameplay if you trigger the ads mid gameplay.

    ://cdn.jsdelivr.net/npm/@orange-games/phaser-ads@2.2/build/phaser-ads.min.js << ://phaser.io/
    ://imasdk.googleapis.com/js/sdkloader/ima3.js << this is for google tracking ads. ://developers.google.com/interactive-media-ads/docs/sdks/html5/
    most important one was the decompiler to turn the flash into html5 automatically, which from coding perspective is some awesome tool. that can be found above.
    [/code:2hjp9tb4]
    you can use
    [code:2hjp9tb4]http://jsbeautifier.org/[/code:2hjp9tb4]
    to make the js readable
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  • For sure! That's odd that c3 gives a different result...possible bug?

    nah i update the c3p file i uploaded i added the 2nd formula you sent, works good in C3 not sure why i got a random number poping up back then, something in the logic probably how i coded and i was thinking i did it the right way or something. im a bit tired my brain works weird haha

    again thanks always learning haha

GeorgeZaharia's avatar

GeorgeZaharia

Member since 30 Jun, 2014

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