GeorgeZaharia's Forum Posts

  • use arrows to control the green player move to yellow to teleport to 2nd gate download capx everything else is effects and graphics u have to figure it out

  • Read this for better understanding of webgl and canvas2d ... in short ... webgl is mostly used in this community for effects such as light... blend modes... lava effects and other cool stuff that u usually do in flash... which html5 (javascript based) cannot do without WebGL

  • do u really even need WEBGL? do u use any effects/blending modes? if u dont disable it ... that will save u some FPS and CPU also ... dont do everything on everytick or on blank events... try using the condition to trigger once when needed and not let the engine check for conditions everytick ...move all text objects to when value or text needs to be changed and displayed ... destroy all sorts of objects that needs to be eliminated ... after that ... if u doing graphics in 1080p ... u may want to lower them down... u dont need full 4k images inside a iphone the resolution is not needed to be big... u can have great quality even if ur image is 256x256 or 128x128 the resolution is just resolution ... DPI is something else...

    as ur benchmark says Performance

    Frames per second 11 (90.9 ms/frame)

    Est. CPU utilisation 47.1%

    Est. image memory 16.8 mb

    image size is huge... lower it down a bit...

  • Z is limited to the layer the object is created on ... Y is the vertical ax while X is the horizontal one ... Z is just layering purposes ... for bg overlays and other stuff c2 is not designated for 3d positioning ... unless u use Q3DPlugin

    however u can make ur own Z if u follow the Tutorialfor the 2.5D thing

  • depends how random u want it to be ... if u want a random event to happen to switch position random is not something u may want since everything u have is a round number try using choose instead and a list of numbers that u set for each "random" action u want to do so for example u got the random string number that u want the engine to choose from like this choose(1,2,3,4,5,6,7,8,9,10)

    then add a condition for each number what to happen if number =1 = trigger animation right

    and so on its actually pretty easy to understand ... however using random(1,2) it wont do it right ... since random takes any number +-0.00001 and so on so the result will be somewhere between 1 and 2 that means it can also be 1.5 or 1.1 or smth else and if u need a full round number... the system expression random is not something to use unless u really need it ... choose is also similar to random just its more clean.. which i think is even better then random.. takes away some problems ... unless u got a huge list of numbers u want then u use floor(random(1,100000000)) or what ever to get a random number between 1, and 100 mil and floor cuts the 0.001 sub-digits... but i think in this case for ur use best choice is to use the expression choose(n,n) replace n n with any number u want

    a poor representation capx Download

  • Download

    it lacks some comments since i took it from an old capx see if till someone develops a plugin to do it better if that helps u in anyway

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  • i think its just fine ... has a brand recognition and also its kinda a classic style from my point of view there is no need for a forum face... maybe a main forum page where u see the examples and presentation but outside that everything is perfect works as supposed and its in theme with the product they offer but for sure some small changes wold be good not ranting that.

    im pretty sure some modifications are in place ready to be shown when c3 is released actually if u press f12 in firefox u can see them hidden in the code sorry for spoiler...

  • if u make a condition to keep the ship always relative to the mid center when no input is pressed and add a distance limit to where people can move it can actually be good tunnel like effect seen this before on a plugin old one though 2011 nice

  • wanted to say a good idea and then seen this test 9 - fireworks demo - scene triggers, particles ...

    im gonna wait for their next release ... maybe a improved one ...

    if there's someone there doing a new plugin for c2 for 3d... i suggest take a look at Babylon.js its similar to three.js the base of Q3D plugin but seems faster on browsers ... who knows maybe its better ... but then we wont know how will react to the 2d canvas C2 runs on

    peace and out ...

  • if u got a mac... then u can use a windows boot.... try one of the top dogs that runs for years : Parallels Desktop 7 ( ), VMware Fusion ( ), or VirtualBox ... unless u still use the first MAC from 1984 (the 128k version) no offense

    even if u have a good computer.. WineSkin Frame isn't meant to be used like this ... try playing Asteroids Windows version on it ... it will work... but any program made after 2000 wont work properly... since will lack the library compatibility

    And yes is the wrong section in forum unless u wanted to pitch WineSkin as a way for people to run C2 on Mac.... i use VMware ... i never heard of WineSkin before.. but Wine ... for linux...

  • slopes aren't a bad idea ........

    thats the least of the problems with Q3D really... what i see very important is that the plugin relays on obj's and json files... which do work well but... animation embeded inside them is something that doesnt work properly... i mean it loads .. works and all just i wish i could load a full DAE model with all its animations that have 5 mb with around 500 frames ... but instead... i get 1 animation 30 frames 50 mb ... on a low poly ... if wold be another format .. wold be around 10 kb ... unless i use the old Half Life models ... i cant do nothing ... and MS3D seems has no threejs exporter... and if it has the size of animation will still be big ... cause the exporter isnt polished... and binary is to heavy... not sure if that makes any sense for u pple but it does a lot for me ... this plugin actually can be used for browser and mobiles... if the models and animations woldnt be so Huge / High resource consumers ...

    can we get some hints on how u made the animations to be so small? but i also see mesh animation there which is ugly .... and 86' ish

  • You can do the exactly same gameplay but why same colors or so much similar art?

    http://owlora.com/games/annoyingfly/

    because u both use the same graphics pack isn't it obvious Sherlock?

    there wont be problems on upload since both of u got the same engine .... unless tom finds the code is exactly the same then the one that bought and re-uploads its going to have serious issues... if doesn't own a re-seller license... which seems this is that kind of issue ... nice game though <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> hilarious actually both of u <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • well trigger once is not the issue ... the issue u had was ur blocks had a function call... OR trigger once followed by nothing so of course u wold have some logic issues since trigger once happens one time ... and has no specific information when that once happens... while the function tells c2 when to trigger once ... the little green arrow means trigger once while the function is true.. if ud have done it on a boolean then the trigger once wold be useful .. but in this format trigger once u can remove it ... since its automatically skipped by c2....... its not a bug ... its a logic mistake u did ...

    u always been able to put trigger once condition and trigger once functions or conditions toghether ... but you can never put for example "on arrow release " which is same as ur function triggering once .... with another trigger once release arrow .. since they both have the same logic ... there u can have OR since u wold probably ul want to do when up arrow OR W is released ... do ....etc

    for example ...try duplicating the function and place them in same condition without OR c2 will stop u from doing that since its not needed ...

  • this is pretty handy nice idea

  • anybody got huge json files when exports from blender animations? im talking above 20 mb files .... if not can u give me a hint how to export them properly? or is a possibility of adding .dae files? seems their pretty compressed on a 100 frame animation