GeorgeZaharia's Forum Posts

  • I'm not sure if this is to be posted here or is there a effect conversion topic?

    Finished porting the Glsl Sphere effect from ChrisBrobs to C3, tested it successfully on NW.js export using the latest Chrome version (c3_runtime export).

    I DID NOT TESTED it on mozzila or other browsers, but once i do il update the version description.

    You can get it from the C3 addon page or clicking the link here Glsl Sphere

    This is useful for those that are looking to create a 3D sphere rolling, using Construct.

    Ex: 3D planet spinning, or a top down view of a 3D 8 pool game.

    The Glsl Sphere version i ported is the one with RotSpeed, X Rotation Flag, Y Rotation Flag, z Rotation Flag.

    I did not ported the one with Roll parameters from Gigatron (because of the zoom parameter messing up in C3).

    To properly work, you need a texture inside a frame of a sprite object with the size of 512px width by 256px height or similar aspect ratio.

    Have fun.

  • Added 32 Weapons (3 types),32 armors, 40+ heads/helmets. water pumps, repairable turrets,destroyable terrain, persistence between zones, herringbone and perlin noise blend of modularity, endless levels tested out to 70000 so far, creeping alien growth, portals, earth-day events. more to come. Procedural item shops coming soon.

    damn that sounds good, but are the 70k levels procedural generated? or are you reusing a surtain amount of levels?

    amazing stats progress :D

  • yellow object from what i see is sitting in the middle of the spacecraft, just the origin point of the yellow object is in the right side middle, change the yellow origin point(origin point is the 0 index image point if u move that u move the origin of the image) to the center of the image.

    the above is for sprite objects, if its a tiledbackground settings menu in left side of projects has a origin option, make sure is set to middle or center forgot how is called.

    if they are already in the middle for the yellow sprite/tiledbackground check ur spacecraft origin point.

  • u can also do that with an xml file i think (for the quiz game), not necessarily a json file.

    c3 xml example

    xml and xpath is much easier to understand, more like html5 language.

    both json and xml example uses the same thing ajax + xml or json plugin to grab data from files, is just a matter on grabbing the language u prefer xpath or javascript

  • u can replace the 0&1 with lower or equal to 1 =< meaning, if the animation is at frame 0 or 1 it will spawn a hitbox if that is what you want, but then ul have 2 hitbox created or more, depending on the delta time trigger.

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  • C3 is getting better and better! a lot of good use of the new features in here :D awesome stuff.

  • The apple license is available for an entire year

    You can reuse it for N games.

    I find it a bit abusive from the apple side, to force the 100$ license on some other stores games.

    But then again Apple doesn't know what their are doing anymore.

  • Is it not possible (or allowed) to have any FB permissions at all in a IG. You cannot have username, email or anything like that.

    that is what i got on my default permissions for my game, but im not using them so im not sure why i even got them :) it's probably related to facebook and not FIG. Good to know though.

  • One followup question though.... about the 2nd answer, it seems you are talking about difficulty in gaining profile data, but if i only need username, friends list/scores and leaderboards.... is it easy to make a multiplayer facebook instant game with C3 right now?

    yea, im a bit confused about the privileges myself also, initially for facebook default permission where like 6 then there where 5 then they became 3 and now they are only 2

    and those are

    the login permissions lets you use their email address to link to an account in your game, and then save to a database somewhere.

    the public profile i think it gives u the username and profile icon im not sure about the icon.

    for any other privilege u need a special request, if someone knows if those 2 permissions are having more purpose than what i listed please let us know, im curious also.

    ...

    Easy to make a FIG multiplayer... as easy multiplayer games can get ... with construct, they are a bit confusing though the multiplayer plugin is for Construct Advanced users, so if you aren't yet used with Construct or you have no programming background it will be hard to understand what things do.

    A FIG multiplayer game, is a multiplayer game, it doesn't needs to have any facebook functionalities outside of being hosted and accessed through the facebook platform.

    Therefore any multiplayer game in Construct can be used on facebook or any other platform, as the games from construct are browser based most of them (outside mobiles i think the .apk type file extensions etc) so they run on any platform.

    You can have your own login system on your own server/database, and just use facebook for hosting and audience.

    Those games you said you seen, are doing exactly that + some facebook features.

    But Construct comes with a multiplayer game example, out of the box, you can look at the controls, and how usernames are set, and then do a custom similar system but using the facebook credentials.

    i didn't really used the multiplayer plugin, i done singleplayer games so far, il probably be hitting the multiplayer plugin pretty soon though but from what i seen and looked into the existing templates it should be easy enough if you know the basics atleast of Construct.

    So for a beginner, multiplayer games depending on the gameplay you are going for it can be easy or hard.

    Easy meaning using the already existing template and tweak it a bit, or change the existing template to what you need and the more things you add the more it complicates things ^_^.

    The leaderboards is easy to setup, you need to create a developer.facebook leaderboard on the app, then get the id, and use it inside Construct though the FIG plugin. you can get the top players or current player highscore and compare its position to other players very easy, but again depending on what you want to show and how it should show the information is again probably not be that easy, is a matter of design and purpose of your gameplay/ user interface/ data displayed etc.

    I could say i know how to use most of the Construct features, but im still finding stuff that i hit my head in a wall for days, picking the multiplayer plugin would be one of those things for me, probably that's why i avoid it. But then that is just me, i learn different than others, but some more experienced users i remember they said, isn't that hard if you give it some interest, so ^_^ learn/do/test/retest/repeat, eventually you will make it, oh and use the forum, it will save you a lot of time. There are tons of resources and examples around.

    sorry for the long post...

  • try to change the trigger once to loop 2 or 3 times on how many times you need to spawn a hitbox when the animation is between those frames or is playing, then create object and set hitbox_nr to loopindex+1.

    also animation frame 0&1 = 01= 1 i think. so it will only trigger when frame = 1. the & in construct is like (this item bound with this item (not added as in math but as a condition like [this item and this item]).

    which is not what you are trying to say there i think, which is when is 0 or 1. for that you can compare variable if it's between values. lower bound being 0 upperbound being 1.

  • I played a game on facebook.. an instant game called Ludo Club... and this is what i observed...

    1) It loads instantly at first but then full game loads for a few seconds... (now how do i manage doing that with C3 events?)

    2) then it was a multiplayer game so it connects me to online players (should i simply use multiplayer object connecting to scirra sever or do something else?)

    3 PS - i need to know do i absolutely need to spend on apple store license to do instant games? (i read it somewhere that i need to)

    1) to answer the instant loading, that is relative to the Construct splash screen, or the loading bar that appears before the game starts, so you might want to leave loading bar and progress shown as splash screen so you get the initial assets loaded by default, like sounds/images etc(also make sure you don't load everything there but in the custom loading screen).

    once that is done, you can make a custom loading screen by creating a new layout and load your assets there being it by calling them from urls from a server or from the /files/ folder in the project.

    2) the multiplayer part yes is related to the plugin you are using for construct, the usernames and login by facebook and fetching data from user profile you need a specific privilege that isn't given anymore i think by default to facebook developers so you might need to ask permission from facebook through the existing convoluted technical process (which is very well documented, but it's talking in SDK terms and that is where a lot of people get lost, me included).

    3) yes, all instantgames on facebook need a apple team id aka apple developer license, otherwise your app won't be reviewed (is the last step before being able to press submit to review).

    the review process once you complete all the little details on it step by step the last one is the apple license, once you have that you can submit to review, for app to be live on the facebook instantgames platform, the game meanwhile (review) if set to public is available to be played for everybody on facebook that has a link to it (desktop only usually).

    after your app gets approved you then can submit it for review on advertising, there was a forum post i did followed by a tutorial about setting it up for ads and review i think, but not sure how much will still match the current process, as it was made back 6-7 months when instant-games plugin was still new to the C3 stable version, but in proportion of 90% should still work, maybe some places where the features are in facebook interface are changed but they should server the same functionalities, with the similar names.

    as for helping setting it up, i could try make a tutorial updated but it will take me a while.

    Edited: meanwhile i found the forum topic part that i was talking about, i do remember i did a tutorial for it but i can't remember what was the name FB instant Games -Adverts

    If you manage to process the first bit you can test your app how it loads and all before submitting, so sending for review is not a must to test your app on FIG.

  • It can be made more precise by just calculating when two balls hit. I think the above moves the balls as normal and once any of them overlap all the balls are moved back a bit at a time till they are just not overlapping, and then doing the bounce calculation.

    I searched the forum so much for pool related keywords but for some reason that did not pop up. I got a elastic collision thread that helped a lot with the math of velocity after impact, and other pool stuff related where just bleah.

    Thank you R0J0hound il try it out, i have made so far, the balls bounce of walls, that was pretty easy, now i was actually stuck at individual collisions of instances of the same object type, this should help me, as it sounds it is very similar to the way i was trying to make my physics, i actually already have a on collision loop but i was stuck at angle/power(finding the normal and tangent and applying the proper recoil power) after collision, il definitely try both files shared in that forum area.

    Thank you once again.

    I think if this works good, il try make it into a plugin+behavior cause the pool physics im trying to do are not the same as with the default Construct physics no matter how much elasticity you give them they just don't go there by default and a few variable adjustments.

    Especially when a ball using the Construct physics touches a "wall" at small speed, instead of bouncing off it by a small energy factor it just slides along the wall... and that is a pain to fix ...

    Edited:

    I seen your capx with events made physics that is awesome, exactly what i was saying.

    I thought im going crazy for a while now.

    BadMario i did actually made my own raycast lol ... from events. I needed one for the guideline of the pool game, now i have all the pieces i need to make a pool game, and not a hockey sliding game lol. Il share a capx and demo once i finish (even though the link r0j0 sent is pretty straight forward).

    R0J0houndI tweaked a few variables added friction and impulses based on cue hits and it's amazing, now that feels like an actual pool physics. +Infinity Likes and Love man. Il study this in depth, this is amazing, didn't knew we can use the While loop like that.

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  • The fastest way is, to place the babylon (or three.js) canvas behind the construct canvas. It't not a good idea (performance), to copy the babylon canvas to the construct canvas.

    that is what Q3D has also, as options, render in front and behind for performance boost or in-canvas but at the cost of performance. however the in-canvas rendering if you mean the game to be targeting desktop machines, the performance isn't a problem, on my test with Q3D in-canvas there is a bit of performance hog, but nothing a modern desktop pc can't handle. i seen like a 5% increase in CPU/GPU for in-canvas. Mobile wise any of the options are not really recommended, as the three.js isn't that light weight at all is very heavy.

  • any way, I found it - you have to add "Platform Info" (in the "Other" section). Then you can check if "Is on mobile".

    oh big thanks, didn't knew was turned into a plugin awesome! :D