GeorgeZaharia's Recent Forum Activity

  • > check this tutorial should cover all aspects from making a facebook game to publishing

    >

    Thank you for your reply but It's outdated and its tutorial how to make game facebook, not work on mobile.

    for mobile in intelxdk for your app to get access to the internet you add the following in the special permission boxes -> *

    but the tutorial tells you how to connect a facebook game code and secret code to the facebook plugin in the C2 project everything else doesnt matter if its mobile or not... C2 is crossplatform, means you build for facebook/pc what ever/ you publish everywhere without changing nothing.

    that said your doing something wrong if the sign above doesn't help you. follow the tutorial again and add the special permission from above.

    P.S also you need for facebook settings to be ready, and you to submit the game to review for special permission, if you dont send it for review the app wont work cause facebook will block your access. which probably happens now.

  • set loader style in settings of project to nothing , and above pixel rounding set use loader layout to yes and change the default layout to show to the loader layout you have the animation on.

    this however will skip the preloading of music and everything else that C2 preloads.

  • play sound at object. and you have angles to play the audio towards, and have a angle to increase or decrease the audio ... you can make the play audio at angle of position of player and curent sound position and update it... however i think will restart the audio...

    this is best to use for car engine sounds short FX's and not music... but im not entirely sure if the restart of audio to update the angle is necesary or automatically updates once the angle is set and player position is changing interactively.

  • you have to disable the physics behavior then pin to rope... other way if both behaviors are active the position from physics and pin wont work.. since they will conflict with each other.

  • why do you create objects? why not use the hats body and pants objects and have multiple frames, and every 3 seconds or when u need it just change the frame....

    and then add a condition of each curent item and check for it if its already existing then reselect another 1... creating objects is a bit cpu intensive... changing frames and using the same object is faster and easier.

    youl need a local variable though... to save the curent frame of each item.

    now depends on how many hats and pants and items you have on screen... i see you using for each familly ... that means you have quite some objets at 1 time in screen...

    edited: here is the capx i was saying proving my knowledge for multiple items, i created instead 1 familly holding the entire sprites, and keeping the 2 variables the curent frame and picked frame.

    there are hats/belts/and feet

    every 3 seconds for each famillymember we change the pickedframe variable to random 0 , selfanimationframecount

    then we check the curentframe variable and picked frame if their not equal then we set curentframe to the pickedframe value and set animation to curentframe

    else we pick again a new frame.

    however my aproach is only applying to items that are not randomly generated, for that better to use the plugin above i guess... or create the obejcts hats/etc separated from their famillies... and then apply the code in my capx.

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  • you need 3 localvariables or globalvariables, 3 numbers lets name them targetx and targety for position of mouse, and 1 boolean, that will toggle the movement, lets call it move

    and then we create the bellow pseudo code.

    on left click - set targetx to mouse.x
                  - set targety to mouse.y
                  - set move to 1
    
    if move =1   player set angle towards position targetx targety
    
                      - move forward 5 pixels
    
    /////////////////////////////////        now we add the condition to stop the movement        /////////////////////////////
    
    compare two variables expression from system and we add the distance formula distance(x1,y1,x2,y2)
    
    distance(player.x,player.y,targetx,target.y) =< 20  -  set move to 0
    
    and that is it.
    
    [/code:1gdfjq0f]
    
    and here is the capx [url=https://drive.google.com/open?id=0B0lqVR-ryWBQbXJldGFSLTJYVjg]move to point[/url]
    
    you may want to adjust things inside for optimisation like trigger once on distance =< 20 and change the global variables to localvariables on the player so you save events
  • curent layout limitation is 100,000 pixels, however it can be upped to 1000,000 pixels, if you know how to regenerate the space for canvas you dont need more then 5000 px /px and fake the infinity of space.

    here is a post that holds a endless space engine capx

  • check this tutorial should cover all aspects from making a facebook game to publishing

  • you can't switch between landscape and portrait via events system

    however you can resize the layout and make it for portrait and landscape when you want.

    but i think youl need to lock the orientation to any, not sure how well all this will come in place... probably not as good as is expected, maybe a custom plugin will help with this. i know this was requested long time ago, maybe such plugin already exists. cordova plugin or something similar that let you access the orientation locking attribute.

    but im not sure.

    Hmm, wonder why no one answered.....

    probably cause they are in recovery from the most epic drinking? or still celebrating?

  • as newt said, you'd need to limit the max players to around 5 -10 in a room for the ping server i think that is only applying, if your doing a private server via ajax ... then you do what you want in the limitations of the server you own i guess.

  • Here's the relevant original discussion on the third oldest page of "Construct 2 General":

    The CC feature was called attributes and the decision was to replace them with behaviors instead. So a behavior could probably be done to implement a destroy on startup.

    aw that...that explains it much better, thanks R0j0Hound ! i think now also, that wold be the best approach, since the poll had a good argument on why wold be best to get the attributes as behaviors.

    im guessing this topic should move into requests section for behaviors then?

    zenox98 , Kyatric can this post/topic be moved in extending Construct2 request section please? when you find time... its not a hurry!

    Early Adopter License for Scirra Construct 2: $32

    That's such a huge amount! Imagine how many pizzas you could afford with that, how many games you could buy, hell, you could get yourself a pair of shoes with that.

    Clearly $32 is FAR too much for some software that you can create production-quality HTML5 games with. How dare Scirra put a price tag on it!

    I don't want to live on this world anymore. When is the next Mars-bound ship?

    do i sense some irony? ....

    Vicu yes the license for C2 might be high... of sorts in that situation... im guessing your from Romania as i am or some development country, what i did at first to get my license, was i took a small project for about 400 usd asked 200 upfront(there i been lucky), then i paid for the C2 license, and made my second paid project! 200 usd if you get unlimited access to C2 is not much if you think on how much more you can make with the tool that is a investment.

    as a example, before i tried C2 i bought Stencyl, on some way Stencyl is a good tool, however i spent around 300 usd to get a 1 year license that is the way they give it to you... now you'd say.. well in 1 year youl make some cash... wrong... projects take time... if your lucky to get into the low quality market and have clients in bulk then yea you'd probably manage to survive a little but its not a feasible investment, since you got to pay each year same amount... no discounts... if the end of year comes... well hell no 1 day extension unless you pay. however most of software companies are willing to give you a longer access to a partially product if you pay half lets say, then after payment in full u could get the license... but for that you have to contact their official support. that is the way Stencyl works, i dont know how C2 business work on that side.

    also, while other software are free yes... they will either take % of your income for life this is the unreal engine 4 way.... which is ok, or take nothing unless you get to a income of around 100k at which point theyl ask 10k or full license payment, that is unity case.

    however the C2 simplicity is what we all are looking for and not the power of development compared to unity or other bigger software... that will probably come later... oh and since irony is a trend here..... try buildbox for 30 days then pay 100$ each month ...or you can get the game maker edition... is cheap yes... 50 bucks or so... but exporters are 200 bucks each... 450 for android only... total cost on GameMaker around 800 usd ...

    for full license access... 1 time payment 150 usd for C2 personal edition i think is more then fair. and i think scirra could do better on asking more cash of add a different licensing, and "milk the cow" ... as others competitors are doing, however they are not greedy. their just in this for survival of company, for creating something for people and yes making cash to sustain themselves personally as well . everyone does it no matter what the initial purpose is. and wold be hypocritical to think either wise, cause everyone of us will do the same if we where in their shoes. anyway... im way further from the main chat... 100-200 usd 1 time payment, hell 1500 usd 1 time payment is nothing compared to the long run stream income you can develop with the software your investing in.

    and coming back to C2... with 100 events... you can make great games... small games and limited to html5 browser yes... but great ones.. which can open you doors to create other bigger ones, or develop the same one at a higher scale.

    good day.

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GeorgeZaharia

Member since 30 Jun, 2014

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