GeorgeZaharia's Forum Posts

  • quick question, why are you inverting a = value comparison ? u could easily say not equal instead of equal + inverted... might be that the inverted trows a error? did u check the console of the browser? not the debug console.

  • Hi, not sure if this was solved or not, but an old trick we used in C2 was to move the new card created if is overlapping another a few pixels to left or right until exits the overlap... so u can move it 5-10-20-50 px's around the overlapped card randomly, it would be much faster, and less hanging out.

    Another way of doing it would be to create a dictionary or array, and save the positions that the cards are spawning at... and just spawn anywhere else but in those locations.

    array thing might be to advanced and to complicated... but the 1st solution should work just fine, unless u want it to be pixel perfect, then 2nd mention would work better.

    for the 1st solution, i given above, to work, you have to have the cards inside a familly lets say "familly cards" and then (C3 doesn't really need families to pick objects of the same kind, pretty neat, you can just directly pick same card item name top... forgot about that feature)use the overlap condition like so:

    if object.card is overlapping object.card > subcondition > object.car.pick.top.instance> Action >setx.object.card to self.x +20

    the above line would push the newly created card to the right of the old card that is below it.

    consequently u could also, move the "famillyCards" when they are overlapped to a random +- Y position.

    il do a C3 example in a bit, for the 1st suggestion, just i can't use famillies cause freeEdition limitations... but il use 2 different sprites.

    random items, no grid placeholders example 1

    Edit2: now if your game doesn't use the spawn like in my example, but u have like a limited grid layout to spawn in ... for example, a chess table like format... u can generate a grid pattern using a sprite give it a bolean lets say "isoverlap" and toggle it false or true when u generate cards in their position. and then u can check those grid items, if "isoverlap" then pick another one. this way u don't have cards moving around ... they spawn directly in a empty space. the array solution is similar to the grid pattern with items, as grid... but more in logic ... events etc... so u see why i think array is a bit harder to implement, however it might be the best solution, but lots of work on it, since ul have to add the position spawned at+ the offset distance to keep top left right and bottom when u create the new cards.

  • Attention might have some adult content in it... like fictive gambling ... not sure if brakes the rules or not....

    Playing around with C2 making some slots mechanics :) it will probably never get used inside any game or shared as code... who knows...

    3 reel slots

  • Thank you so much for the advice!

    I'll be taking a look at iframe and the 4 languages :)

    No problem, is hard to start on it, but i find it easier learning by doing, that is why i always recomend the freecodecamp.org tutorials, u do examples and u get the gists of it by doing them. is so simple and well made. plus they started doing complex tutorials for fullstacks nowadays, but if u follow their camp tutorials ul get the skill u already have polished and transferred in no time to websites and even "native app coding".

    the beauty of Construct is that helps develop the technical mind needed for coding, u have to have that puzzling solving brain trained a bit, and Construct does just that, in other words, Construct is a precursor to native coding, especially now with the scripting features which is Javascript.

  • Construct as a website not a good idea, since most of texts and images are rendered inside a canvas, therefore the content inside it, can't be indexed by engines, and also the content generated by your construct app/website it doesn't stay there, it's only generated when u turn on or load the app/visit the website so the crawling of robots doesn't happen when search engines wants to index your pages.

    And for a website and SEO purpose/visibility on certain keywords, and content that is a must to have, always visible content, pages, images, etc.

    If you want to build websites,i recommend learning this 4 languages, HTML5, CSS or CSS3, Javascript & Php.

    Php nowadays is not really needed unless u want to do your own backend stuff to server etc... but if u just want to be able to install a wordpress environment and code stuff in it ... those 4 programming languages, or scripting languages should get u started. (if you get to understand javascript you don't really need php, you can work around php features with JS, but is good to have php skills)

    And the beauty of this 4 languages? all u need is notepad, (but i do recommend visual studio code, it will help you tidy up things faster plus u can do complex stuff with it later on when ul need it).

    There are other complimentary stuff that might help you for more complex features in your websites, like XML, Json file structuring etc... but those u will learn them by learning the 1st 4.

  • a good starting point, u begin understanding by doing... but if you mean coding in Construct just look up tutorials on the forum here or on youtube i guess ... if you mean coding in general... to use with construct you will need some sense of javascript and html5 so u understand how things work.

  • Long term plan has always been to move everything from Scirra.com over to Construct.net, one of the last big things remaining is the store.

    Future of the store is to keep it, and move it to Construct.net. It's a big job as requires a complete rewrite to work on our scalable infrastructure.

    Currently am working on rewriting of the C3 part of the store - once up and running will start working on the new store.

    This is great news, nothing changes so far in the plan for it, so i remember this was said a long time ago when c3 was preparing to launch. Lots of work ahead, im very patient lately, still i have a question regarding the store, but more of the fees, i know there was a fee charged for account registration as seller probably is still now in place to filter out spam content and low quality over high quality ones, now my question again is regarding the fees on sales, i know there are transaction fees for each microtransaction u lose like 10 pence or so but we are being charged 50% where other stores offer 25% or even 5% fees only, ... will this be considered in future? as now many of the sellers on scirra store are cashing in mainly from codecanyon and itchi.io and most of them forgot of the scirra store assets cause well it doesn't really has tracktion that much since everyone is a "developer" and not really buying assets to "flip". Not to mention since track of the store sales is rather low, many of the scirra store sellers are moving to private stores that they make themselves, no extra fees just transactionals either trough micropayments by paypal which is little to nothing per transaction or bulk transactional fees as stripe where u pay 10$ a month up to a number of sales.

    in case the text is confusing, in short .....

    will in future the 50% sale fee be considered to be lowered? since we are presumambly paying for a "seller access" and also for a monthly/yearly license.

  • Am I missing something? I've looked all over this thread and it seems that GeorgeZaharia was able to figure something out but the link is broken.

    Hi, which link is that?

    there is a raycasting example in the Q3D examples zip, but is raycasting from mouse position, you can swap the mouse coordinates to camera coordinates, by using Q3DMaster.Camera.X / Y / Z let me know which link is broken il check my drive and update it.

    but i tink in my example, i used the example raycasting, and lock mouse on center of screen with the plugin that was recommended.

  • no, you are wrong.

    You are confused with the filter for the chooseAsync.

    developers.facebook.com/docs/games/instant-games/sdk/fbinstant6.3

  • just change "L is down" to "on L pressed" as you have the 2nd condition .... the L is down triggers the animation and the shooting mode... it's basically a continuous loop at the moment if "L is down".

    the 2nd subevent in the "L is down" is triggering once yes, but having it nested under "L is down" basically cancels the "trigger once" status.

    Move condition "on L was pressed" line 20 to 19 replacing the "L is down"

  • what plinkie said, when u trigger the animation you trigger the damage also towards the enemy if the enemy doesn't have a special status like "defence mode" or to far away...

    instead of overlap tough i would use on collision if u do the damage swing on contact, if you want to have multiple parts of the enemy where you can do more damage... than the arm for example you either need a ragdoll character and set different dmg multipliers for head, arm, torso, legs etc... or use image points and hidden sprites on the character and when the sword hits those you can compare by length of sword over the image point to pick farthest point or closest to the handle and give it more DMG, like a critical hit.

    but for simplicity wise, on key pressed play animation + do dmg to enemy.

  • yes C2 tutorials are basically C3 tutorials, the only difference in C3 and C2 are the new released plugins/behaviors and the SDK language. but the event coding is pretty much the same.

    however some of the new plugins won't be available in C2 obviously so im not sure if you will have a documentation on them outside the manual of C3.

  • 🤯 Is that so? Why do they have all those different modes to confuse a beginner like me? Thanks for the clarification!

    cause they are different to some extent...

    at least the Challenge one that is under "Play with Friends or Other Players" as i understand is different from invite and request, as it applies only to those users that already joined the game, for example a already existing user can invite his (non-players of the app) friends to play the game or challenge them to a match...

    but he can't challenge a non-player of the app that isn't his friend... meaning he can't invite any random (that isn't his friend) person unless that random person already played the game.

    to challenge a complete stranger you need the invite or request to join game module and only then u can challenge that player if he joined the app.

    about invite and request to join a game/app they sound to be the same thing, unless there is some different hook but they probably will change that soon ...

  • if you want a fail proof solution you need to use uid picking or set a variable on the cards (if uids are confusing making a variable and setting a number is just a

    that is it.. now u have a ascending number for each card in the screen already existing at the start of layout)... that being said as now thinking the cards are the same sprite but duplicated.

    so if the cards are all the same sprite and you want to uid pick you do the following

    then

    then you have two separated conditions as the mouse one not under the mouse but separated entirely different things

    1st will be

    2nd one would be

    (if you dont know what inverted is ... you right click the condition and there is a invert action that basically acts like else.... but more secure then else... cause else means anything but that action .. that can mean a glitch a bug etc that you might not want to trigger it ... while reverse means only uid not matching that variable in this case.)

    then you need a hover out of cards reset for the picking so the last card picked card won't stick to changed.

    and that is basically

    and that is it... easy 5 conditions.

    here is a Construct 2 example just import it in C3

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  • Because a sprite or tiled background is not compressed on the GPU. So a single 4K texture would take up like 90MB. This only makes sense for high resolution games where all the backgrounds are unique from screen to screen or level to level. Which means no repeated elements. I.e. you create an entire level background in a single photoshop project and export the layers as is. So tiled backgrounds and tilemaps are out of the question.

    i see, you could do it in C3 by using the webgl/opengl library directly (trough lots of effects or plugins) but then again wouldn't that be like taking a 80kb image and convert it to a base64 image? which actually will be worst size wise?

    Edited: nevermind i just read your edit, seems cool, makes more sense after i read the article you sent also, interesting... however this type of implementation probably will affect C3 rendering way as is now in a major way and will need to much stuff to be changed, so slim chances to be implemented. I would vote it if you put it in the ideas bin for C3 forgot where is the link.

    Edited2:

    Because a sprite or tiled background is not compressed on the GPU. So a single 4K texture would take up like 90MB....

    im sorry but that again isn't it disk space not gpu space... the gpu memory used will actually be less after load, no?

    sure you will have a loading bar that loads 5x 90mb of files and you wait 5 seconds or 10 depending on device, but then at runtime the gpu usage will not redownload the 90mb again, will use the existing data and actually less memory than the shader usage.