GeorgeZaharia's Recent Forum Activity

  • well it shouldn't matter, here is latest version with some muzzle flashes and i commented each code line so you understand what they do, also pay attention to flash animation and tank animation.

    i bet your teacher wont mind if you use extra stuff and make it more flashy

  • Mord

    updated capx i added 2 mini-guns left click shoots big gun right click pressed shoots the mini-guns. happy Mayham

    when i said shells, i meant empty shells(the ones that are left over from a handgun after you shoot someone and the coroner comes to your house cause they found a bullet shell that you purchased from store ....lol ... to much info), not the filled rocket type of shells. however that part is covered in my capx, the bullets spawn and move on cannon or turret position to their own angle. so im guessing it should fix your issues with shells also.

  • Mord see if this tank example works

    what do you mean by shells? tank dont leave behind Shells. they shoot big bullets sometimes rockets. but they never leave behind bullet shells.

    unless they use some sort of minigun.

  • try this bro

    its a bit outdated but should work.

    P.S look at the RTS example construct2 comes with has tank like objects inside with rotating turret, that you control.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I made this a long time ago, but then I forgot about it. It might not work right on slower machines..or any machines.. who knows..

    I recommend pressing F11 and turning off the lights.

    http://kaleidescopic.bitballoon.com/

    it works, but its heavy as ... Godzilla... are you using sprites? why is the double gpu treading on? im getting 50-70% gpu/cpu resources ... not ok... u need to optimize that, it looked good though, even with high resources usage, still moves ok for me, so i seen whats going on:D

  • Looks like lots of people are having the same problem, there's multiple bug reports. (this was posted first)

    yes, i seen it after i posted mine, weird bug though, however in R239 the bug is not present. everything works fine in there. so i downgraded personally, however R239, has i think a distortion audio effect, for mobile devices when are playing html5 hosted games via browsers... but that is another story.

    if you want yo get your project done just use R239 and ios black screen bug should be a history

  • edited: nevermind here is a capx

    And my question still stands how can can i spawn the trees to be furthur apart cause after restarting the game several times the tree get clumped up together like a dense forest which is what i dont want. but rather to be spread out but randomly placed.

    that is easy, there are different aproaches... either use arrays, either create ur own array by using sprites/or a placer on bg and turn it on off then tell the tree where it finds place = the bg slots are not frame1 or overlapping a tree.

    however you might want to look intro arrays, using sprites as arrays, will increase draw calls, even if they are not doing nothing, and cpu utilisation will basically explode if u got like over 3000 bg slots on a level map. which i guess ur going to do a large game... so yea.. Arrays.

    or nevermind what i said about arrays, and try this capx edit 2

  • i encountered something similar also, but i downgraded to r239 so is not i think related? or it is?

  • hi i have a problem of understanding this overlapping thing... i downgraded to r239 cause r240 was creating problems with the browser plugin on ios devices,

    but on r239 i found this https://drive.google.com/open?id=0B0lqV ... WRrcWtUMTA

    that is a capx with a simple ai pathfinding, there are 2 issues there that i cant understand and im pretty sure its either a bug, either im doing something wrong.

    first issue, pathfinding if u delete the condition (is frame=1) will start move around... however AI when is moving will overlap the walls, which are the gray ones, which are solids, which are 32 pixels by 32 and pathfinding cellsize is 32 with border -1 which means cellsize is 30 ... so they should find pretty much accurate spacing but then not go trough middle of blocks right? it turns out they dont care for obstacles being there most of times.

    second issue ... i added at bottom a overlapping condition, that turns all ground objects to orange color or frame 1 if they overlap walls... strangely more then 80% of them are not overlapping but they still change frame, somewhere there they find a collision happening... is this normal? or im to tired to understand the mistakes im making?

    Anyone encountered this type of issue?

    i found lately really weird stuff in C2 .. something going on ?

    Edited:

    ok so i played a bit further with the pathfinder, it turns out if you set the turn speed to 0 the little guy is not moving anymore... should that affect the movement? wouldn't that only affect its turn if you enable the angle rotation?

    Edited2: ok so i fixed the AI movement and overlapping, settings where at fault, as i said i was to tired to notice my mistakes... but one issue remains.

    even if sprites are not overlapping, they are changing frames see modified capx

    Edited3: ok so i fixed the overlapping problem also by reducing the collision box of the ground (green boxes) by 5 so basically their smaller with 2.5 pixels on each side that means their around 27x27 as collision box, so ofcourse no overlap will happen with the other walls.. since every square/sprite is a 32x32 positioned at equal distance, however still doesnt make sense why 2 sprites positioned at equal distance overlaps? even though they dont? is it because of the pathfinding behavior ?

    see fixed capx edit 3

  • You must attach a CAPX. It sounds like you are playing the sound every tick, but since you don't provide the code, this can't be confirmed.

    do i look like someone who wold play the sounds everytick? - sry for being weird. edited: i meant that by now i learned to not double trigger a sound.

    the sounds are triggered when either monster collides with a villager or a arrow is created. music starts on menu and then its playing on a loop without any more calls.

    if u play the game on pc, you'l hear the sound is same as the original game, if you play on mobile there is the highpitching happening, the bug is not happening because of a condition i use. but is different based on the device it runs on. i cant provide a capx, for obvious reasons, but you are free to follow the steps for reproduction, with any sounds imported in C2 from a .wav format.

  • your experiencing the same issue as i did please see this bug report

  • Problem Description

    On html5 hosted games, sounds are distorted on mobile platforms.

    Attach a Capx

    Curent project with same sounds as original game - game may not be playable on ios devices due to the browser plugin bug

    Original Game sounds

    Edited: i cant add a capx for obvious reasons as i said bellow

    but : you are free to follow the steps for reproduction, with any sounds imported in C2 from a .wav format. and then follow the steps to reproduce the "bug" or weird effect.

    Description of Capx

    plays same sounds/musics with no distorted effect or pitched effect.

    using the same wav sound formats.

    Steps to Reproduce Bug

    • Step 1 add a sound to your project
    • Step 2 run on dekstop pc
    • Step 3 run on mobile platforms

    Observed Result

    on mobile platforms the sounds are "squiquish" high pitched, like old arcade sounds(16bit-8bit sounds).

    Expected Result

    play normal sound as on dekstop

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    windows 8.1 N Enterprise / Android 5.1 / IOS 9.3.3

    Construct 2 Version ID

    r240

    Edited: Link updated! P.S is probably just how devices work, or my client is really picky on sound differences across devices. might not be a bug, at this point i dont really care about the issue(slight difference in sound played across different devices - could be the auto audio convertor that takes the wav compressed files and makes them .ogg and .m4a but the sound change is insignificant not sure the guy who told me about it picked it up.), only if its officially a bug then im glad i could help to report it. Ashley

GeorgeZaharia's avatar

GeorgeZaharia

Member since 30 Jun, 2014

Twitter
GeorgeZaharia has 35 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.