GeorgeZaharia's Forum Posts

  • maybe record a video of the gameplay and we can help achieve your functionality, also try removing all 3rd party plugins that u don't need. most users on forum don't use custom plugins or behaviors on prototyping, it's easier to debug with community help.

  • escapeball play with weight of ball and bounciness and gravity world. but i guess around 80 world gravity and impulse applied... then u can also control bounciness and how fast the ball stops mid air using the angular damping and linear damping of ball have fun. i never played the game, but im guessing the ball is controlled by tapping and the angle of movement is controlled by above what object/direction of gameplay is going to.. so is automatic by the system. that is a bit trickily to achieve but not impossible.

  • here is my solution, il read above what you where trying to achieve. but this is what i meant with the for each.

    testing c3 sorry for the long song.. couldn't find a FX sound lmao.

    mikehive That could work, but not if you had for example different enemies shooting at each other with different hit power. Turret 1 does 30 damage to enemy, where enemy health = 100. At one point it will be -20 and the event won't run correctly because it was never exactly at 0.

    it doesn't matter if the damage taken is 1 or 99 cause your condition is less or equal to zero.. the object should be destroyed. or call a function/event that does something then destroy that object. otherwise the song will loop forever as that less or equal will always be true forever as long as that 1 character is still on screen/dead or with health under zero or equal to zero.

  • Hiya,

    I'm using 3D objects as enemies. What I use is this:

    I'm not sure if I'm overlooking something simple but it's driving me crazy.

    Whenever I kill the first enemy, everything's working as expected. However, whenever I shoot the second enemy, which is a copy-paste (again, it's a 3D object) of the first enemy, it just won't execute the code at line 12.

    In the debug preview, the health of the second enemy just goes more into the minus every time it's hit by 50.

    Is it the trigger once that's causing it? I used to think putting it as a subevent would trigger it only once for that event, instead of 'forever'.

    try removing the trigger once as you mentioned.

    you might also want to try a

    For each 3dblock health =< 0

  • apply this rule in here basically example 1/10 x100 = 10%

    in construct is going to be something like

    number = 1 / number = 10 = 0.1 X 100 = resultnumber = 10

    text.settext to resultnumber &%

  • you need to store the tap gesture on a variable like value 0

    and when tap gesture happens turn that value to 1 lets say.

    and on the drag&drop thing add if variable is 0 drag enable.

    if 1 disable drag&drop

    tap gesture needs to happen in a sequence for this to work like click/release at a certain speed. it might work weird though on PC. but mobile should work properly.

    you also need another condition for tap to check if drag&drop is enable ... so the rotation to 90 degrees doesn't happen.. once you finish drag&drop.

  • global text variable = your password stored in game (or hash key)

    text input as 1st layout when game loads that requires the input.value to match the global text variable.

    if they match u go forward to the main screen if they don't match do nothing.

  • have you tried disabling collision with other objects? so that you use rectangle box collision mask? and not worry about how objects interact with each other?

    and if you need to test collision of 2 objects with collision disabled to each other just calculate the position point of their XY origin point... at offset.

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  • you might want to look into ipfs and minty Construct is just like paint... has nothing to do with blockchain is just a interface for you to create a image ... how you publish that image is available out there on the internet.

  • change your display settings from Nearest to Biliniar or Triliniar it works for me. it is a rendering low quality issue.

    Click project folder name in right side ... and left side on settings bar u have display area and under Sampling select Triliniar and is all looking smooth for me.

  • R0j0 is right c3proj is jason based... i was thinking at the single file format c3p thing or whatever the extension is ... that is a zip file that contains the c3proj and required assets/plugins...

    i wanted to say if is worth mentioning ... if u didn't try... if you didn't messed with the backup default options of Construct3 ... try looking for an automatic backup of your project... i know won't be the latest changes... probably... but atleast u get ur c3 project back as piiq probably diregarded it as its something like backup_231231312312312312.something_weird_code_hash

    you will find the backup file for construct projects in your c/windows/temp folder or in local/user/temp or in local/user/appdata/temp one of those 3 places might be anoter 4th place or 5th if ur running windows 10. sometimes if ur project is saved on desktop there might be a hidden backup file around for the project also on the desktop.

  • have you tried removing the .piiq extension manually?

    also .c3proj is just a zip .... u can extract it and move the contents in a virtual computer and see if u can run it from there

  • 1st you need them all in 1 big family or multiple families grouped under one main family if that is even possible...

    after that u compare Y and Z order them if Y is less or higher than bbox top/bboxbottom of the player ( keep in mind, that the bbox alters based on collision mask "rectangle" even tho u have a shape based collision mask... the bbox is measuring just the corners of ur collision mask)

    i think there might be a Construct 2 or Construct classic tutorial on this... it's in the forum for sure ... but forgot how was called... maybe search for Z sorting by Y or something like that

    however this sorting is going to raise ur CPU usage since u calculate everytick each sprite position relative to player position, instead of doing that i would just move the players Z instead based on relative position of other walls/trees/enemies triggered by 1 time instead of everytick.

  • well it's a bit more complicated then just slapping an animation around... but in essence as newt said ... timeline animation or just sprite animation ... and then have a pattern of actions hard coded in the event sheet for each "special move" the boss will do. the special move is also easy ... since it just repeats... no randomness to it.

    the hard part will be to trigger the DAMAGE done to the player by the hands/other stuff + the way the boss takes damage.

    but again is tedious event sheet coding and there is no easy coding... is just logical puzzling coding... like code what u see in that video... and put in events as u think things should work. there is no correct way of doing it, it's just doing it.

    P.S there is no plugin/tutorial on it... it's just practice

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