Alon's Forum Posts

  • > I'm not sure why it's working on your code but in mine it's not, if I change it, they all freeze at the same time when the game starts.

    You said something similar in another post and that the rest of your code can not cause a problem. It seems that this is not the case. Please go through your code carefully or post share your project.

    Thanks for the advice kriand it is probably the case, as I keep building my game even that it is so organized with comments and groups (I'm using the Ctrl+F to find parts of the code faster that way).

    Still I can't find the issue.

    I hope that I will find it... I'm still looking for it all over, even manually as I'm pretty much have the specific code related to this on that specific event sheet as I posted, nothing else is related to this on the rest of the event sheets from what I see. the issue must be somewhere but I cannot see it yet.

  • Maybe something like this?

    https://www.sizzle-games.com/GooE.c3p

    sizcoz I had a look on your example and it works great!

    I have a few questions since I'm still learning:

    1. Can you please explain to me why the random is 2-4 ?
    2. Why did you put the same random also on the "On start of layout"
    3. If I want to tweak, I need to tweak both?
    4. Will it work on only 1 enemy or 100's enemies? I'm a bit confused that's why I'm asking.

    I'm trying to understand the code so I won't just copy past like a robot.

    Thanks ahead to everyone who help in this, I appreciate it a lot! :)

    EDIT:

    In your example, they start moving at start while in my case they always starting not moving.

    I see that's because the GooE_random initial is 0 but it supposed to use random(2,4) so they always start moving, but they're always start standing all together.

    I'm not sure why it's working on your code but in mine it's not, if I change it, they all freeze at the same time when the game starts.

  • I just tested it with the latest Beta and it works, I think it's something about the online part that construct 3 is relay on.

    I didn't realize it's doing it online than I need to download, so basically I'm not even sure if I'll work offline (which is needed in my case) to be online if I want to export nwjs.

    I will try again later with the stable, if I'm guessing right... if there are no issues on the online server or however it works, it should work but still... to be up to an online server for exporting may give me troubles when I'll be offline later on in most of the time that I can work on the game. :(

  • I'm trying to export signed release APK for Android and I'm getting the same error as well. My last version which was back in June 24th was fine.

    BTW - I forgot to mention I'm using: Release r104 stable (latest up to date stable version)

    Do you also get the same error on other export options such as HTML or nw.js ?

    it seems like no matter what I choose I get the fail error.

    Anyone else get these errors?

  • Hey All,

    As I'm working on my first game on Construct 3, I wanted to try exporting to standalone .exe file (using nw.js of cousre) so I tried to do it as I thought it will be simple as it should.

    1st try, simple export with default settings = FAILED!

    2nd try, HTML export = FAILED!

    Anything else I tried, I get "Failed to export project" to export message.

    I'm not sure What I'm doing wrong, Can someone please guide me so I can export and test it please?

    Thanks ahead!

  • Thanks for the advice,

    I'll try to start messing with it (I just found few bugs I need to fix before I add the enemy hehe).

    Until Scirra will fix the shortcut icon to a correct one, to post an image on the new forums try this:

  • Hey All,

    While working on my game, I've created a "test room" with a simple walking (platform) enemy.

    It's simple, easy and fun to test the Player vs Enemy as a basic part of the game-engine.

    Now I'm wondering about a different kind of enemy, a flying one.

    The basic idea for this enemy is to fly around, and when "see" the Player, attacking him from above.

    So it's like an eagle or a bat in a way.

    When the Flying Enemy will attack the Player, either if he's missing or Hit, it should get back to it's "default" flying height.

    I want this creature to avoid interacting with the floor of the room, so it won't touch the floor or get too near to the floor.

    I'm thinking about starting with a bullet + curve? but I'm not sure.

    So I would love to hear your ideas about how should I approach it.

    Please consider that I'm a newbie in C3 and in programing in general, so I hope you can explain in a visual or simple as possible way, it will be very helpful and appreciated.

    Sorry about my bad English and thanks ahead! :)

  • OH MY!!! Just before I went to sleep... I thought about another way, I didn't even need timers.

    It's the first time I used the Instance.Count because I wanted it to work the times of the current instances of GooE (the enemy) on the screen, in case I'll change it's number.

    Maybe it's not the best way but, from what I see on a few quick tests, IT WORKS! :)

  • I made this because of your other conditions 'is on floor/is moving', in order to keep the timer running. Here is another way of doing so:

    Thanks again for the help kriand, I tried to follow your last example but now, the enemies are not even stopping, it's like if I'll just disable the all event... nothing changes, they keep walking.

    There is no other code related to the enemies that damage this, but maybe I missed something:

    And this is my other version, it's almost the same but I change the max speed when they stop or walk like it was before, still nothing affect them:

    It's already 4:24am I could've missed something as I tried followed your example.

    I'm not giving up yet, I'll keep trying probably tomorrow. :)

  • Thanks for sharing your example kriand I had a look at your file but since my code is much more complex, I'm trying to make this part clean as possible so my question is:

    Looking at my top example, how would you make it work without the "state" ?

    I'll do some tests but I'm trying to find an an alternative way more like in my code where I just put the animation changes without a state.

    I know that what matters is that it works or not, but still... it's my way of exploring and learning as I go. :)

  • Thanks NetOne and kriand for trying to help! :)

    I'm afraid it is not because of wait v.s. timer in this case.

    I did some extra tests with Timer (just because it's more accurate and specific than Wait) but I get the same affecting ALL or only ONE enemy instead of EACH ONE SEPARATELY...

    I'm still scratching my head trying to find a solution, it must be some cool feature (loop or something) that I never used before since I'm still learning Construct 3.

  • Thanks for the advice NetOne it's working exactly the same, even if I switch the order BUT!

    I found that if I give them a longer wait 2-4 seconds, and shorter pick every 1-2 seconds, they start switching between them.

    It's not perfect but it works for now, I tested it with 4 Enemies, and then with something like 12

    The reason I'm saying it's not perfect is because it can randomly choose only once... the long wait delay gives a tiny spare illusion, so even with 12 enemies on the screen I can notice average of 1 or 2 stops.

    I also tried it without random, with shorter amount of seconds as well (1 second) so I know it's only affecting 1 at the time instead of POWER-UP the action on every single enemy separately.

    I'll try some more tests and maybe I'll get it, I think I'm pretty close to the solution but not there yet.

  • Hi All,

    So I'm making some tests to make my most simple Enemy acts a bit more random by stop, select random direction, then keep going.

    But, I want it to affect EVERY SINGLE of the enemies separate instead of ALL AT ONCE.

    So I've added FOR EACH GooE (enemy's name) but the result now is that it will affect ONLY ONE of them to do these actions, instead all of them at it's own time randomly.

    How can I make it so it won't affect just ONE of them but all of them in separate random time?

    Here is my first attempt with FOR EACH on this event:

    EDIT: I'm getting closer...

    So, I replaced the FOR EACH with 'Pick a Random' GooE, and now it works better.

    It's actually picking a random instance of the enemies, no matter how many I spawn which is great.

    But it's limiting to only 1 enemy at a time, instead of randomly affect the number of enemies or less.

    So if I have 4 enemies, I want it to affect more than just one of them at the same time:

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  • Thanks for your advice!

    I didn't see a loading bar using F4, and the problem solved somehow... when I restarted Construct 3.

    Everything loaded smooth and fast with the sounds. I'm not sure what cause this I hope it won't happen again so I won't need to restart Construct 3 everytime while working on the game, I will have to see if this happens again or not, but from your explanation I understood that the sounds already pre-loaded so it can't be the reason, it's not loading it as I start playing.

    You did encourage me to explore how to make my own Progress Bar / Loading Layout as the very first screen of my game. I will check it out hope it's not too complicated to create.

    For now I have only 1 layout for the game itself, and many other layouts for sake of organization some of them have only the Enemies, Other have Items, so every one have it's own dedicated Event Sheet and all events included in the actual "GAME Stage" Layout, loaded at the top.

    It's a bit off-topic but I hope that I'm thinking correct about the order of my layouts:

    1 - Loading Layout = Custom progress bar & graphics, if I'll find out how to do that of course)

    2 - Main Title Screen Layout = Press START to play / Options / Credits etc..

    3 - First Stage Layout = Probably All X Stages in the same HUGE Layout, Camera will change direction to the other Stage.

    4 - Extra Layouts = Option Menu / Settings for different controls such as Sounds / Music / Full Screen etc.. I didn't explore this part yet.

    The thing is:

    I'm not sure if I'll even SEE the Loading Layout screen... since I only have 1 stage now, it will probably faster and skip it right away.

    Is there a way to cheat and SEE the Loading Layout Screen when running the game? some kind of secret debug-cheat? maybe... using "wait" ?

    What do you think, also if you have any tips related to this I'll appreciate it.

  • So... I couldn't sleep before I solve this issue, I played around and I found a creative way to make it work, using animation frame. I could compare it to any number of animation of the "BREAK" animation sequence and it will play it once perfectly as many times as I need for multiple boxes.

    I would like to share this simple solution:

    But I'm afraid that now I have a total NEW bug, I never had before until the point I added these few sound effects.

    I noticed that my game suddenly drop frames here-and-there, it was stable 140+fps or 60fps on full screen.

    And now, I see that the CPU (I have it on my other monitor) is going crazy to 40%-60% while it was on 4%-5% as I played the game.

    Is it a known issue? do I need to do something like preload the all stage before with all the sounds?

    Just to be clear, I'm not working on the Browser, I'm using only the Windows Desktop Version (latest stable, not beta).

    Any ideas why these dropping frames happens?