GeorgeZaharia's Forum Posts

  • This is a html5 engine, which thoise consoles do not run. IT is not related to Construct.

    I know the guys at Ratalaika port C2 and C3 projects (and a lot of other software) into PS4, XBOX, Switch etc. They are working on PS5 as well now.

    The point i was trying to make is based on what Ashley said, which is "contact sony" so they will develop the exporter for Construct or support html5 in their platforms. and if you read the entire post i made, you would see i mentioned a community poll that would take votes/requests in consideration and Scirra could help advocate/pitch our request to sony, this way is more official, coming from a company to another company, than each individual flooding sony channels which eventually will block everyone, they are already a bit iffish when coming to "pitching ideas" from individuals that are outside a company. so our requests to support html5 as individuals and not backed by a well known product developer as Scirra will instantly be ignored or trashed.

    And the point above was to avoid, having to pay 30% of your app sales to Chowdren, or 10,000$ for something that every other game engine, supports it natively. i know those engines are in C# or C++ but .. we could atleast try? cause having a native exported interpreter in Construct implies workload that Scirra doesn't have at the moment need for. and i get it. but outside the fact that are N platforms outthere and only 2 methods to actually publish.. steam/desktop xbox which is another way of saying desktop... and html5 websites which most of them can't be monetized... cause the plugins for them are not fully implemented they are like bare minimum, and i know there would be a reason saying, now with JS support everyone can implement the API they want... but for non-tech people, and as for what Construct originally stands for ("no knowledge of coding publish everywhere" if i remember correctly.)... that is not an excuse.

    Edited: again sorry for bringing this up again, was just few ideas... which i think every developer in here that want to make money with their games, and actually focus on what matters "quality and developing" and not contracts with 3rd parties and publishers.

    Edited2: to the op i quoted ... can you ask Ratalaika to check their emails? i sent a couple of them over a period of 1 year no reply... so ... not sure how their business works... but not responding to emails would be counter-productive, and not really an option as you said, since they don't reply to everyone that means they don't port games for people that they don't know, they should take their service down, or make it private not public. the only option i have now, is to learn C++ or C# and do the game from scratch... which all the work i done in Construct would be pointless since the code is entirely different, and can't reuse it. plus i already knew html5 is not supported on ps4, but as i mentioned in C2 html5 engine.. was a way to make it for sony consoles by "demand" plugin exporter. i just dont want to mention it cause is probably obsolete, and it seems the channels for that "demand" has closed on sony platforms. probably not enough interest, but if you watch closely, more and more developers are coming here, with quality games, and after 4-5 years of developing a game, no real way of releasing on sony platforms or consoles in general, for real now, who cares about xbox since they support steam? i mean... is redundant.

    Edit3: at scirra .. here is a reason i don't want to use a 4th party, is not the % or the amount they want to convert the game, is the fact that i depend on a 4th party that i don't need to .. a word from a wise man forgot who said it or how he said it in original form but was something along this line "why involve someone in something that has potential to go big and successful, when you are responsible of it if something goes bad?"... from my point of view, having a 4th party to a 3rd party is ridiculous dangerous. (the 3rd party here being scirra with the construct engine).

    Edit4: at scirra .. Again sorry for zombifying this, and probably is a exhausted subject by now, and you are tired to talk on this subject... but food for thought (not to mention the benefits of scirra as a business if this gets approached good, cause they are obvious).

  • Switch support was discussed recently here.

    PS4 is pretty much in the same situation.

    tl;dr: ask Sony and Nintendo for this.

    Note Xbox One is supported.

    Don't really want to zombify this, and i am truly sorry for actually doing it, while it makes sense what you said Mr. Ashley , wouldn't a pitch from Scirra to Sony be more helpful then each individual person going to them? and most of us don't have no clue where to contact them, and mostly sure they will ignore us, as would be like random people chattering about Construct in their forum.. or their support contact channels, and they will just eventually block everyone mentioning it?

    As of now, there is 1 way i know about how to port Construct games to PS4 or Switch and other platforms from Sony, and that is using a 3rd party company like Chowdren (which never reply to emails, even tho that is their only way of communication... strange.), that manually rebuilds your game in C# ... and those fees (which are not cheap, especially if you are a startup company that also needs a publish which takes fees) make literally no sense, when every other game engine out there... is supporting natively Sony platforms ... i remember C2 had a "on demand" thing ... What happened with it?

    Again truly sorry for zombifying it... but could we do a community poll, and have scirra advocate our community request to sony? this way you don't go empty handed... you go with actual tangible requests in your hands and backed up by a N amount of developers that want those features.

  • i just basically want a 3d game

    Thank me later

  • dmt10 see told you there is something that allows spriter to export its own textures and should be fast on map swap of character ;)

  • SOLUTION: WAY SIMPLE, Works like a Charm

    awesome, is the game hosted on the same server ?

  • around minute 2:50-52 my brain (aka me) almost lost the sense of reality and self presence, when that light moved...

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  • so preparing my art-station for my game im looking into tools and animation software that can make my life easier to draw stuff faster animation wise. at the moment i planned on doing the skeleton system with spline or spriter pro but ehm, i'm really not looking forward on adjusting all my game animations by bones, as it might be the most tedious and probably the most time consuming part.

    so i found this gem... laying around internet, a bit pricy, but i think it might work, especially the facial recognition software using the webcam, which is amazing to say atleast, instead of drawing just mimiking my own movements in front of camera.

    so my questions are related to the Cartoon Animator 4.4

    did anyone used it so far? is it any good? how productive it is compared to bone animation software like spline/dragonbone/sprite pro? cause form their presentation video it looks amazing and probably the best animation software out there to date, even tho the price is high, i think is worth it if the reviews will be good????

  • Hi there, ... here is my take on it, as you said, you can lower the image size by compressing it before import inside the C3 project, (however see M2), as far as i know there is no way to alter the image format compression inside C3. you can convert from jpg to png etc lossless and stuff on export of frames inside the sprite.object animation but not on import, if there is a way i don't know it... and il be waiting also for a solution cause this might be something i missed.

    M2: i don't think it matter if you convert before the image into a super compressed light0weight jpg-50 format, the moment it enters construct gets converted to jpg lossless or png 24 bit or something... so all your pre-load compression vanishes, not to mention that on export all those images you imported, get placed in 1 or more big image maps or sprite sheets, which has very poor compression, but which you can compress once you exported and have the file ... but you got to be careful at the dimensions and edges between images.

    Edited: however, if the purpose of lowering the image is to do a low/high graphics specs, you can tweek the engine.render bilinear trilinear linear etc... i think in C2 there even was a plugin that was actually enabling webgl quality settings to go from high to low, and performance was insane and difference in quality of images not that big, but not sure if that plugin "whatever the name" (im missing it now), was converted, all i know is that was a commercial plugin for C2 that was adjusting the render quality and was the only plugin that was doing this.

    an other solution to save memory or quality if that is the purpose, is redesign your game for max display 480p. if its a mobile intended app, and 720p for desktops under 2k, and 1024p for 2k and above.

  • My game is embedded within an iFrame window on a parent webpage.

    from my experience with iframes in general being it in a game or being it as an iframe on a website, it depends how it loads and where it loads from, but usually you won't be able to alter the inside contents of an iframe, as it won't be hosted on your server. however, if the game is hosted on your server, but you use an iframe to display it on another webpage on your website, you might be able to parse the data, from inside the game at its hosted location to localhost of browser and then on the displayed iframe page you can call the localhost data using javascript. other than that i have no clue.

  • quick question, doesn't spriter exports a animation file .plx or soemthing like that that includes the "frames inside" or the actual graphics? cause i remember i seen somewhere this thing where was using spriter or spline? not sure which one... i never used them, but anyway i seen this capx example where it loaded all assets animation + animation frame designs from 1 type of .something inside the project, like a inner rar inside construct type of thing, and that thing was fast as like insane fast. is this spriter addon thingy doing that? or i dreamt this feature?

    cause that might be your solution, now i don't know if was spriter, spline, or dragonbone ... either one they all do the same thing, so im guessing they all should have the same capabilities as exporting ?

  • try this... go to settings clear cache of app, redownload the stable 225 ... don't use the beta versions, it's like 7 updates farther currently beta 232 and seems the stable version never had a update for a while, and beta has lots of mini updates, that causes problems, especially lagging system, hangouts mid development, error on copy pastes etc. they don't happen all the time, but they happen like 1 per hour of app being opened. might be some memory issue, or who knows, for me beta keeps crashing randomly. and stable version sometimes just stops responding, probably some of the beta engine got mixed with my stable version.

  • CAUSES OF THE PROBLEM

    In practice, this is actually relatively rare. As noted you have to be unlucky enough to have all of the following happen:

    Resize an image considerably smaller than its source size

    by the looks of your sprite image, the source is 512x512 yet in your game is at around 30pixels ... resize the source to 30 pixels or the biggest size you use in the game.

    if the problem persists i would change the sprite.object to a tiledbackground object, if that doesn't solve it, ehm, i got nothing else.

    here is why i refer to tiledbackground object use, when you use the autocrop on tiledbackground object edges are cut perfect pixel, where if you do it for the sprite.object there will be added a 1px or 2x border radius transparent space around it. is annoying, but since C3 that problem never got fixed, and it will probably never will... not to mention the tiled-background object reder quality is far more superior than the sprite objects, where it ads edge blur where it shouldn't etc.... i know it might not sound as the perfect approach but is a workaround the current issue until is fixed.

  • you can also do append text as "& newline & 'new text' "

  • in Construct 2 there was this plugin r0j0hound made, was able to create and setup aI by levels etc and difficulty, not sure if is ported pretty sure might be... but i put together something in C3 by events only, hope it helps.

    the process is similar you give waypoints to a object and make it move by waypoints.

    Advanced

    ai car example (extras inside there for making a racing car being dependent on modular powerups like engine, turbo, aerodynamics, grip, weight, acceleration.) to understand what i did in there, it might require some time to go trough each and understand how they work, but il send you a simpler example, to make ai just spin no extra stuff.

    Beginner

    AI CAR easy example Bare Bone mechanics of AI CAR

  • In event 5, create a text object with the fade behavior at enemy, and set text to damage amount.

    event line 5, 1st action, and 8, 1st action, one for the player turn and one for the AI turn, spawn object text at the respective enemy/player character XY or imagepoint and set the text value to the enemy.dmg or player.dmg and as oosyrag said, having a fade out behavior on the text object will make it disapear after an amount of time, you can also set the bullet behavior and set angle of motion to 270 when text object is spawned, and make sure to untick the "set angle" from the text.bullet behavior default settings everything else you can leave as is.

    if you do it corectly, you should have a text object popup on the damaged party that will say the dmg done and the text will go upwards while slowly disapearing over 1 second as the default value of fade behavior is.