bartalluyn's Forum Posts

  • Runes of Aereal is now on steam, if you like it, wishlist it!

    https://store.steampowered.com/app/2490310/Runes_of_Aereal/

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  • A quick runthrough of the current alpha version of Runes of Aereal.

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    Enjoy the dev log too

    youtube.com/playlist

  • I have many years of experience in creating Construct 3 projects, ranging from basic one screen projects to complex multiplayer or simulation games.

    I'm also a part time indie developer creating my own games, and vlogger of dev logs and tutorials.

    As a seller of 1500+ templates on the construct store I have hundreds of satisfied customers. Now I want to help those customers to capitalize on those templates or help them create their own game from scratch!

    I'm also the author of the most popular non-scirra course on the construct site, Construct 3 by example. You can check my work there :

    https://www.construct.net/en/courses/construct-example-52

    Contact me on my fiverr page :

    https://www.fiverr.com/bartalluyn/assist-you-in-creating-your-construct-3-project

  • Thanks for your compliment. You can follow my youtube channel if you want to see how exactly I create it. Cheers.

  • Follow the in-depth DEV Log of my new game Runes of Aereal created in Construct 3.

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    Support me on my patreon page to get access to the full game and the full Construct 3 project file for personal and educational use.

    Patreon : patreon.com/lessisgames

    - Insider videos and live coding sessions

    - Full game

    - Full Construct 3 project

    Dev Log : lessisgames.com

  • great!

    and maybe.. if it's not too much of hassle, if the csv download option in the old store were to work, we could make a merge for long-term reporting. That one has been giving an error since day 1 I started selling (http 500 of some sort).

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  • It would be great if the new asset store got some extra reporting on the sales.

    Answering questions like, how much sales did I make this month, last month, full period

    what are the most popular products

    Or at least have an export possibility so you can follow up on your sales in excel for example

    are there any plans for that?

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  • you can also find an example of raytracing and line of sight combination here:

    youtu.be/TOjp6SPSz7o

    maybe that can help?

  • Hi Jim,

    I don't know why you abandoned the multiplayer plugin, but turn based can be achieved pretty easily using it. Have you checked out my tutorial here:

    youtu.be/BpnkIL7XvvA

    Simply said, there is a back and forth communication between the host and the peer(s) where the host calculates who's turn it is, querys the peer for its input, processes the input, and broadcasts that input to other peers if there are any.

    Maybe this can still help you on your way?

    Cheers!

  • That seems very complex, but interesting though.

    If you want to analyse an audio file (like shazam does for example), you need some pretty complex math, like applying fourier transformations to split the audio into multiple wave forms. Depending on the wave forms you could distinguish phonetic values using some machine learning algorithm and pass that through to a series of transformations of the mounth

    I actually think you severely underestimate the complexity and math behind this.

    No offense though

  • I think you could save the UID of the asteroid in a global var when you click it.

    Then in the event where you put "distance(...", as an extra condition set Asteroid -> Pick by unqiue id and use the global var.

    Does that help?

    Cheers

  • Thanks for thinking along with me!

    Good point, however that doesn't match up with the comment. It states that it's the idea that only 1 live is lost instead of 2 when colliding with 2 ghosts, if they are both uneaten. And that's exactly what would happen if only 1 of the 2 ghosts are eaten.

    So : 1 ghost is hit : no prob

    2 ghosts are hit, 2 are eaten : no prob, I've tested and the score is augmented twice, with or without the for each

    2 ghosts are hit, both are uneaten. Without the timer: I lose two lives, with or without the foreach, with the timer I lose 1 life, so the timer is responsible for not letting me lose 2 lives, not the for each unlike what the comment states

    2 ghosts are hit, 1 eaten, 1 not (your suggestion) : I did the test just now... simply by stopping the movement of the ghots, the ghosts spawn 2 over each other at the beginning of the game, so the ideal circumstance. I changed the condition from "is eaten" to UID = 135, which is one of the ghosts uid's. In that case, I lose 1 life AND I get 1 score. With or without the for each.

    I know I'm jabbering around over a small thing here, but I just wanted to profoundly understand, assuming that the code in the samples is flawless.

  • I've been looking at the Eat 'm all template. Just for fun, to see how it's made.

    But i'm baffled about 1 thing. And that this section

    + Player: On collision with Ghost

    + System: For each Ghost

    Trying to wrap my head around it I simulated a condition where it would really overlap 2 ghosts. But that made no difference at all. Also, a test project I created made no difference if I put the for each in the on collision or not. So the comment states that it's there to prevent from 2 lives being subtracted if it would accidentally overlap 2 ghosts at once. Well, according to me that's achieved by the wait logic inside the subevent.

    by waiting, the second ghost in the overlap doesn't match the IsAlive condition in the next tick, and it doesn't subtract the second score. In fact when I comment out the wait, it indeed does that, where as with the wait it correctly subtracts only 1 life.

    furthermore, I was thinking, so maybe it's there to add 2 times the score in the "isEscape" logic.

    But if you get rid of the For Each, it just as well subtracts 2 times the score, as opposed to when it was in. So no difference here either.

    So I'm thinking. Why actually is the for each ghost there? And why the comment? Did that work differently in C2 maybe?

    </TLDR>