GeorgeZaharia's Recent Forum Activity

  • You can't generate dynamic names for the Get. Use an array to store your levels then save the whole array AsJSON, and load it the same way. There should be plenty of examples in the forum showing this.

    i just did, however i dont know how dynamic they are ... but all i know is that its working, and all the texts, dont exists before in layout2 but they are created on start of layout. and all i have to do now, is to call the rest of the info the same way thanks for the reply though! much apreciated

  • hi, have some issues, im missing something here, but not sure what, can a keen eye look at this example from below?

    its a basic local storage save when you are in a layout, then when u switch layouts, i dont have any sprites, in there, i just create based on a loop, set their value level based on loopindex, and then for each of them i should be able to fetch the data i saved previously, however it does it for 1 item, but not for others any thoughts?

    Capx localstorage

    click left to set the values for level/hiscore/score/stars/coins for that specific 1st level value, then it increases and so on

    when you right click switches to layout 2 - where it spawns the objects, and tries to update the info based on saved data in layout 1

    need help asap if possible, i could do it if i could be able to get the values "on item get" under the "on created ", but C2 doesn't allow 2 "one time triggers" under each other.

    any different approach similar to what i did? without weird math stuff?

    thanks in advance

    nevermind i solved .........

    Capx Fixed in case someone wants it.

    Capx fixed 2 this calls all the data saved in layout 1 repeating basically the same loop and append the values and texts. hope you guys find it useful, now i can get further and create my "dynamic" unlimited level.

  • because you added round = which takes the nearest to the higher value or lower, and cuts it out, for example, if you have round(104.50) the result will be 104 ... if it will be round(104.51) the result its going to be 105 because it passed the half value.

    try using float

    float(x)
    Convert the integer or text x to a float (fractional number). If x is text, non-numeric characters are allowed after the number, but not before. For example float("3.1xx") returns 3.1, but float("xx3.1") returns 0.[/code:2adsyvh5]
    
    [code:2adsyvh5]round(x) Round x to the nearest whole number e.g. round(5.6) = 6[/code:2adsyvh5]
    
    check [url=https://www.scirra.com/manual/126/system-expressions]manual[/url]for more expressions
  • there is the official q3d fps controls, you wold only need to build the walls, using q3d models, or a scene i guess. rest is all your imagination, however q3d will make u face challenges when it comes to items close to camera. such as hand held weapons

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  • ... so it's less work for Scirra. They would only need to maintain 3x native export compatibility.

    i might be wrong about this im saying, but c2 only has html5 supporting atm, which is 1 native exporting option to maintain, wouldn't be 3x + the html5 more work to maintain?

    dont get me wrong, i want native from C2 i mean as you said, its the only thing, we all C2 users want. but if that means, killing updates delivery as scirra got us used with by now, id prefer be a stable and even premium third parties as phonegap, side not to this: i dont use phonegap, not because its not free for more then 1 project, but because, its weird to customize the icons, and other project details, plus the game tests i did with it, where never compatible with more then 400 devices, as where XDK you only click and select C2 style basically, and google play atleast for Android shows over 1000 devices. which is a huge difference.

    P.S even if all APK/IOS third parties or native drops, there are still plenty of html5 compilers on wide internet that are fast, and simple to use. one i can remember now from top of my head that is also free, is html5compiler or something like that its a git little project. plus there for android is also the androidsdk way of doing it. dont know for ios now.

    so it wold not be a big issue after all. but wold be great to have the "native" exporters in C2 or still have the XDK support. Wold not require the users to get extra skills in their mind.

  • guess that answers my questions of 50 shades of babylon... awesome

  • There is no way to draw 3D objects parsed in a JS file on the C2 canvas, there will be a Babylon3D: Editor Edition in which you will be able to make you're scenes entirely using C2 editor.

    pffff that will be insane cool Master X3M, incredible job, congratulation. personally i cant wait for it!

  • What do you prefer, making a 3D scene in a 3D environment , or imagining the scene in a 2D environment ?

    Hi Master X3M, personally i dont mind both of them, but if wold be possible and not hold you back to much, id love to see the 3d objects in 2d even if their only dots, or sprite boxes, as long as i know its a top/side view, we could design a scene in c2 as we want. puzzle like.

    keep in mind, most of c2 users, do not understand complex software, even the ones, that are simple to me and you as 3ds max or blender, giving the ability to drag and drop a 3d model, place it somewhere on screen and knowing is there, will leave space for much faster work, however, having the scene loader as it is now, additionally to the 2d placement, its good.

    so point made here from my point of view and experience with it so far, i wold not want changes for the way the plugin works as now, just if possible and is not to much hustle for you to implement, the imagining scene in a 2d environment is good to have in parallel.

    P.S the FPS scene looks great, cant wait for it

  • as for now, at this early stage, i did not expected for the plugin to be so good, i mean loads 780mb scenes, in 1-5 seconds, where in other plugins wold take me an easy 10-30 minutes, depending on the server the game is hosted on, and internet connection.

    its great, i done with it in 3 hrs what i did with other similar plugins in 1 week. awesome job, please keep at it, and dont get bumped about my sometimes harsh comments, i have a bad filtering system, when im talking my mind.

    if i had to rate it, 4/5 at current stage, cause that 1 star makes the difference from a finished product and one that is not yet there, and this is close to be a 5 star and i bet it will be soon enough.

    Again, great job and hope to see your new updates as soon as you can Master X3M!

  • the source has to have brackets. when you set the source your array value when inputted in the video source should have always " " " or " ' " at beginning and end of it ... so the value of source should be called into the source of the video object something similar to this : " " " &array.value &" " " correct me if im wrong anyone! also it might be that korbaach already answered u with the right capx, did not check it before i posted my thought on this.

    also the array has to have the value of the link ending with the right extension format(ie. -http://nnn.nnnnn.n/filetoplay.ogg), unless your using the h.264 which can also take youtube links and doesn't need any .ogg,.mp4 extension at end of it.

    also on a side note, in order for a local video file to work, you have to have their names in lowercase letters, i found that Big letters such as (A,B,C,D,E etc ) in file names, causes most of platforms but the preview on localhost to not play the video or sound.

  • > interesting, but why Construct Classic?

    >

    I don't have money to buy Construct 2(I am from Brazil).

    i see. game looks interesting good job

  • fart gold rainbows

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GeorgeZaharia

Member since 30 Jun, 2014

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