GeorgeZaharia's Forum Posts

  • 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

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  • 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

  • ....... I would also like to see slopes on that list. They'd scale much like cubes - and in theory they should also be less expensive than cubes, correct? Should be less expensive than cylinders anyhow. Slopes would be greatly useful for developing platformers, racers, the "physics ball" type games, some far-fetched abstract low-poly fps ... anything really that could benefit from ramps. So, may there be slopes in the future?

    Lastly, happy holidays (or happy continuation as we say it where I live) to everyone here!

    slopes there is no need for them ... u can take a cube resize it and change its angle .. and thats a slope if im not talking of a different thing

  • Hey QuaziGNRLnose or who can help and really knows what i might gotten wrong.... so ... im doing a new game to bust some time off.... ehm... got a few problems... 2 of them actually... so i have this low poly models.... exported as json and obj ... but for some reason when i use Phong material to be able to show the diffusemap and other textures... it just loads a empty object... is there the collision box adjusted everything loads perfect... just its invisible... however if i switch to normal material... then it shows but its pink green etc all sorts of colors did i missed something to export in the blender? or is it a object issue? il add the models link bellow

    2nd issue i have... when i restart layout... the game doesn't load anymore... the progress bar appears but q3dmaster seems to be frozen or it takes to long to load... im using same logic used on the morph animation example... it should load perfect... not sure why is getting stuck...

    Link for 3d models that shows only with normal :

    https://drive.google.com/folderview?id= ... sp=sharing

    have to mention... the Rocks 1 2 and 3 json do have the right size as MB specifically on a normal phong material supporting model.... but the ship.obj/json.... for some reason exports to small... im guessing is not exporting the right vertices? not sure how they are called however got an other model and that one works... but i need the ship and the rocks... its kinda pointless having the pretty graphics but those being weird debug looking...

    im using c2 219 beta 64 bit version ...

    OFF TOPIC : QuaziGNRLnose sry for asking so many times directly on u... the support u have given so far is way more then was supposed to be... but im only asking cause i feel your plugin is part of my "familly" and with it u 2 <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> c2 +q3d wouldn't have it one without another ... <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Edited : i solved the problem with the material not being visible ... however the other issue where on restart of layout or even if i go to menu after game over or something like that and then come to load the game ... nothing loads ... am i missing something ?

  • well i dont want to offend no one but the phone is a 4.1.2 android version .. (which is around 5 years or more behind with the requirements of today) ul have issues as performance... id suggest trying to upgrade to a 4.4 + atleast. Hereis a random phone that is pretty good... i got one also and its working flawlessly on pretty much any game ... if u going into game development you will want low spec phones and above medium ones... u cant develop games working only on the low spec... one issue wold be ur game wont run as smooth on others ... since u will optimize them for the 4.1.X ... which lacks multiple performance supports...

    in Two/Three words for the question you asked about the phone u presented ....OUT-DATED GARBAGE

    you can find better deals for the Xperia this days thats just some random find on amazon... where prices going crazy amounts for no reason... thats the retail store price actually when it appeared 2 years ago i think... u can find them used for 100 bucks now

  • Accumulating 4k due doesn't sound logical either.

    Neither does dropping a profitable account.

    was thinking the same thing ...

    however chartboost... as any other advertising company... that is not adsense .... will try to "f" u at the first opportunity ... however i dont believe this is the case... 10k-50k installs... considering the app is pretty low quality ... the daily replays are a wild guess of 500 ... generating probably 1 $ a day(calculating he got to pay transaction fees via paypal or other e-wallet which just now a few months back added the app/games taxes ... which are lower then before)... 200+ $ in an account with that game... wold take this friend of ours around 2 100 days giving or take 20 ... however i seen more and more pple from lots of areas... doing this game thing now... but using hidden scripts ... trying to scam the scammers ... they got to know that doesn't work... and if by any chance it does... will not work to many times... if u really want to make money from ur ads... place a bunch of adspace ... and sell the place ur self... control it from a ftp and that is that... no middle man... however nobody likes ads in their games... and in order to get paid via ad view... or hit... the person must see it ... which me as a gamer... i immediately close... or uninstall the app ...the only profitable way as a self publisher to make money is do the game... and have IAP's. ads are not worth it... are penny's on dollars... and u do all the work...

    the replays are based on him keeping advertising the app via some platform... so the users can return and play its app.. if he doesn't done it and is still not doing it... then its a miracle he even got those 15k installs, and by now probably the app is dead... not generating any revenue what so ever... you got to understand ... when comes to business.. u got to read all the Terms and Conditions ...u will not make nothing good just by doing the usual "Next Next Yes i agree Next Next Finish"

  • on A and D pressed u have set character direction to Right why is that? oh good that u fixed it... sorry didn't seen 2nd page...

    however the previews picture u uploaded the character was playing the right animation for both buttons cause... well u set it that way..

  • well that is because i guess u made the events on release button or once pressed on one of them, is a basic mismatch that most people dont see as how things work in c2... C2 takes every line of code as you lay it down in the event sheet. so if u tell it play animation left for example when A is down its going to do so... as for playing an animation when was pressed... thats a totally different logic... and has a different meaning if u try to understand it a bit more then a quick glance... try swapping from pressed.... to IS PRESSED or IS DOWN that will fix it however... the last key u press is going to be the last that will be triggered so if u press AD and the delay between them is by 000000000. pico something the very next one pressed down will be the one animating ur character.

    for better ease of understanding...

    Was pressed condition triggers one time if the button was sometime pressed and the events or actions are not in play - sometimes they might even overwrite each other but wont be a big glitch or something visible

    IS PRESSED condition triggers if u keep pressed the button down ... once u released it it stops... this is what i suggest u to use to avoid any other future coding problems in C2 same logic can be applied to on mouse button or touch... they all have same conditions

    on release condition well obviously ... when the button was pressed and is released the animation or events will trigger one time unless its a looping animation

    thats how far i can remember for the keyboard customization's and as being relative correct to ur problem.

    dont beat yourself to fast... its usually a pretty easy solution 99% of the time , and also 99% of the C2 coding problems are made by programmers or because we get hyped by the easy system of getting things done fast and so smooth with it that we dont double check it.. or we dont try understand it a bit further, since its a no programming required software we expect things to happen by themselves which most of time do... but we need to understand how to make those things make sense to the machine we are communicating with... i get it .. been there done that..

    hope it helped you out.... also try reading the manual its pretty easy to understand and a complex lecture also covers a lot more then keyboard using... will really help you out on some cool stuff that will ease ur work in future.. if u got time for it.

    extra tip if u dont have different conditions that has to happen on the same key... dont use nothing else but IS PRESSED DOWN same for mouse/touch relative to movement other conditions relative to pressing are a dud and will only confuse u (for clicking u can easy use TAP touch object applies to browsers and mobiles directly i never used mouse rarely when i really need some extra thing from ti that touch doesn't had it before... but now there is no need for mouse object anymore)

    C2 basic friends conditions that i prefer and recommend because they never let me down - touched - on TAP /for objects clicking simulations /is in touch - is down - for dragging motions or movements with keyboard or any other thing... i strongly dont suggest using on release... 80% of the time will not trigger and if it does will trigger wrong cause u might release and click again to soon

    there is one maybe exception for the -release- condition one where u dont use it for fast interaction cause - on release- condition will have a tactile delay triggered by human response which means the delay between touching and releasing the button... most people want stuff to happen when they click it not when they release... it makes perfect logic.. we dont want to wait... we need that speed lol ......... monkey brain i guess not developed.

    remember.. is pressed down.. usually is used for moving objects... for playing animation to work with it u have to get more specifics in sub events if needed