GeorgeZaharia's Recent Forum Activity

  • drag and drop will fail in 1 certain situation as far as i know. if you set the position of an object by events while dragging it will cause drag and drop to fail. other conditional logic shouldn't affect it unless some conditions returns false which will basically not happen since the condition logic you have is not meet.

    based on your conditional logic they should work, however they might fail on calling the function and execution and their respective actions

  • I found the "pick nearest/furthest" condition under the "size and position" conditions and set it to pick the nearest Enemy family instance to the x and y of the hitbox. But now I am having trouble figuring out how to make the bullet move to the instance that has been picked by the condition. There doesn't seem to be an obvious way to actually return which instance is chosen by the condition. How are you supposed to do anything with the information the condition gathers?

    when you pick nearest on the action on that condition you need to create the bullet, and set its angle towards that picked family member. you can't otherwise... i mean you can but you need to save the position of picked family member into some array or variables then create the bullet and set its motion angle etc... depends on what you need the bullet to do, if its one bullet or multiple bullets, like continuous shooting.

    you can also have 1 variable and pick the familly by its value, like IID ... save the family object IID into a variable, then use on shooting create object at gun position then a subevent and pick by evaluate the family.iid with the variable value you saved before, and then create the bullet and set the angle towards that position of the mathcing family iid = value

    here is a example of what i "burfed" above.

  • try using this format, and i suppose the syringe pulley with rubber is a different sprite than the syringe itself. Let for this example name them object2 for syringe body, and object1 for syringe movable part.

    Everytick > object1. set position. to object2.x, object2.y
    
    On Touch is Touching 
    If touch.x greater than object1.x >action> object1. move at angle 0 > min(distance(Touch.X, Touch.Y, object2.X, object2.Y) / 3, distance(object2.x,0,object2.bboxRight-20,0))
    
    

    in theory should work the same as the physics catapult game example but only towards angle 0 no Y no other stuff.

    and limited to the length of the syringe body X position (please check origin point in animation frame they have to be similar) to syringe body bbox-right or right edge... since we don't know for sure exactly what that image size is... from needle to a 20% near popping the interior pulley out.

    no need for drag and drop behavior at this point.

    here is the code as an example file

    Edited: wait what behavior is that boundedDrag&Drop? is that a custom behavior or official? :O never seen it lol. in theory should be the same as my code... set boundry min to 0 max to 170 or so... depends on your syringe size length... also make sure you trigger the drag and drop only if the mouse.X is greater than the syringe body X and syringe body X needs to have image point near the needle or where the needle meets the plastic area.

    Huh website is acting strange, well that is it for me... to many fiddling on this product... never polished or finished. Hope it helped OP! :) i have to go to work now! have fun.

  • This is a html5 engine, which thoise consoles do not run. IT is not related to Construct.

    I know the guys at Ratalaika port C2 and C3 projects (and a lot of other software) into PS4, XBOX, Switch etc. They are working on PS5 as well now.

    The point i was trying to make is based on what Ashley said, which is "contact sony" so they will develop the exporter for Construct or support html5 in their platforms. and if you read the entire post i made, you would see i mentioned a community poll that would take votes/requests in consideration and Scirra could help advocate/pitch our request to sony, this way is more official, coming from a company to another company, than each individual flooding sony channels which eventually will block everyone, they are already a bit iffish when coming to "pitching ideas" from individuals that are outside a company. so our requests to support html5 as individuals and not backed by a well known product developer as Scirra will instantly be ignored or trashed.

    And the point above was to avoid, having to pay 30% of your app sales to Chowdren, or 10,000$ for something that every other game engine, supports it natively. i know those engines are in C# or C++ but .. we could atleast try? cause having a native exported interpreter in Construct implies workload that Scirra doesn't have at the moment need for. and i get it. but outside the fact that are N platforms outthere and only 2 methods to actually publish.. steam/desktop xbox which is another way of saying desktop... and html5 websites which most of them can't be monetized... cause the plugins for them are not fully implemented they are like bare minimum, and i know there would be a reason saying, now with JS support everyone can implement the API they want... but for non-tech people, and as for what Construct originally stands for ("no knowledge of coding publish everywhere" if i remember correctly.)... that is not an excuse.

    Edited: again sorry for bringing this up again, was just few ideas... which i think every developer in here that want to make money with their games, and actually focus on what matters "quality and developing" and not contracts with 3rd parties and publishers.

    Edited2: to the op i quoted ... can you ask Ratalaika to check their emails? i sent a couple of them over a period of 1 year no reply... so ... not sure how their business works... but not responding to emails would be counter-productive, and not really an option as you said, since they don't reply to everyone that means they don't port games for people that they don't know, they should take their service down, or make it private not public. the only option i have now, is to learn C++ or C# and do the game from scratch... which all the work i done in Construct would be pointless since the code is entirely different, and can't reuse it. plus i already knew html5 is not supported on ps4, but as i mentioned in C2 html5 engine.. was a way to make it for sony consoles by "demand" plugin exporter. i just dont want to mention it cause is probably obsolete, and it seems the channels for that "demand" has closed on sony platforms. probably not enough interest, but if you watch closely, more and more developers are coming here, with quality games, and after 4-5 years of developing a game, no real way of releasing on sony platforms or consoles in general, for real now, who cares about xbox since they support steam? i mean... is redundant.

    Edit3: at scirra .. here is a reason i don't want to use a 4th party, is not the % or the amount they want to convert the game, is the fact that i depend on a 4th party that i don't need to .. a word from a wise man forgot who said it or how he said it in original form but was something along this line "why involve someone in something that has potential to go big and successful, when you are responsible of it if something goes bad?"... from my point of view, having a 4th party to a 3rd party is ridiculous dangerous. (the 3rd party here being scirra with the construct engine).

    Edit4: at scirra .. Again sorry for zombifying this, and probably is a exhausted subject by now, and you are tired to talk on this subject... but food for thought (not to mention the benefits of scirra as a business if this gets approached good, cause they are obvious).

  • Switch support was discussed recently here.

    PS4 is pretty much in the same situation.

    tl;dr: ask Sony and Nintendo for this.

    Note Xbox One is supported.

    Don't really want to zombify this, and i am truly sorry for actually doing it, while it makes sense what you said Mr. Ashley , wouldn't a pitch from Scirra to Sony be more helpful then each individual person going to them? and most of us don't have no clue where to contact them, and mostly sure they will ignore us, as would be like random people chattering about Construct in their forum.. or their support contact channels, and they will just eventually block everyone mentioning it?

    As of now, there is 1 way i know about how to port Construct games to PS4 or Switch and other platforms from Sony, and that is using a 3rd party company like Chowdren (which never reply to emails, even tho that is their only way of communication... strange.), that manually rebuilds your game in C# ... and those fees (which are not cheap, especially if you are a startup company that also needs a publish which takes fees) make literally no sense, when every other game engine out there... is supporting natively Sony platforms ... i remember C2 had a "on demand" thing ... What happened with it?

    Again truly sorry for zombifying it... but could we do a community poll, and have scirra advocate our community request to sony? this way you don't go empty handed... you go with actual tangible requests in your hands and backed up by a N amount of developers that want those features.

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  • i just basically want a 3d game

    Thank me later

  • dmt10 see told you there is something that allows spriter to export its own textures and should be fast on map swap of character ;)

  • SOLUTION: WAY SIMPLE, Works like a Charm

    awesome, is the game hosted on the same server ?

  • around minute 2:50-52 my brain (aka me) almost lost the sense of reality and self presence, when that light moved...

  • so preparing my art-station for my game im looking into tools and animation software that can make my life easier to draw stuff faster animation wise. at the moment i planned on doing the skeleton system with spline or spriter pro but ehm, i'm really not looking forward on adjusting all my game animations by bones, as it might be the most tedious and probably the most time consuming part.

    so i found this gem... laying around internet, a bit pricy, but i think it might work, especially the facial recognition software using the webcam, which is amazing to say atleast, instead of drawing just mimiking my own movements in front of camera.

    so my questions are related to the Cartoon Animator 4.4

    did anyone used it so far? is it any good? how productive it is compared to bone animation software like spline/dragonbone/sprite pro? cause form their presentation video it looks amazing and probably the best animation software out there to date, even tho the price is high, i think is worth it if the reviews will be good????

  • Hi there, ... here is my take on it, as you said, you can lower the image size by compressing it before import inside the C3 project, (however see M2), as far as i know there is no way to alter the image format compression inside C3. you can convert from jpg to png etc lossless and stuff on export of frames inside the sprite.object animation but not on import, if there is a way i don't know it... and il be waiting also for a solution cause this might be something i missed.

    M2: i don't think it matter if you convert before the image into a super compressed light0weight jpg-50 format, the moment it enters construct gets converted to jpg lossless or png 24 bit or something... so all your pre-load compression vanishes, not to mention that on export all those images you imported, get placed in 1 or more big image maps or sprite sheets, which has very poor compression, but which you can compress once you exported and have the file ... but you got to be careful at the dimensions and edges between images.

    Edited: however, if the purpose of lowering the image is to do a low/high graphics specs, you can tweek the engine.render bilinear trilinear linear etc... i think in C2 there even was a plugin that was actually enabling webgl quality settings to go from high to low, and performance was insane and difference in quality of images not that big, but not sure if that plugin "whatever the name" (im missing it now), was converted, all i know is that was a commercial plugin for C2 that was adjusting the render quality and was the only plugin that was doing this.

    an other solution to save memory or quality if that is the purpose, is redesign your game for max display 480p. if its a mobile intended app, and 720p for desktops under 2k, and 1024p for 2k and above.

  • My game is embedded within an iFrame window on a parent webpage.

    from my experience with iframes in general being it in a game or being it as an iframe on a website, it depends how it loads and where it loads from, but usually you won't be able to alter the inside contents of an iframe, as it won't be hosted on your server. however, if the game is hosted on your server, but you use an iframe to display it on another webpage on your website, you might be able to parse the data, from inside the game at its hosted location to localhost of browser and then on the displayed iframe page you can call the localhost data using javascript. other than that i have no clue.

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GeorgeZaharia

Member since 30 Jun, 2014

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