H E N R Y 702's Forum Posts

  • Do you mean you are looking for testers ? as that's how it's worded. Or what do you need help with ?

    Hello,

    I'm not looking for testers but for people who can help finish the project — things like creating menus, a store, abilities, and so on.

  • (This is my third post; the project has undergone significant changes, so I created a new topic.)

    Before reading, it’s best to watch the video below (Google Drive link).

    Multiplayer is included and works perfectly without any errors.

    I'm from Mykolaiv, Ukraine.

    The game has a top-down, slightly side-view perspective.

    Unique feature: Players now choose abilities from a selection (ATTENTION! In the previous version, abilities were created by players, but now they select from dozens of existing abilities with customizable parameters).

    For example, after choosing an ability like "shoot," players can adjust the following parameters:

    Range of the shot

    Projectile travel time (seconds)

    Damage

    Preparation time before the shot (seconds)

    Character animation at the start of the attack

    Character animation at the end

    Bullet appearance

    Costume animation (e.g., the movement of a cape or scarf)

    They can also add effects with parameters (like poisoning, for instance).

    Players can assign an activation key for each ability (currently only key codes are supported) and set icon position coordinates for the ability.

    There are also parameters for joystick range on mobile devices if used.

    The app was previously available for phones, but I haven’t tested or fully adapted it for mobile devices in this version.

    Recharge options are customizable as well: base recharge time, number of charges (energy), and charge cost per use of the ability.

    Three ability examples are currently available: sword strike, shot, and a straight dash (which uses the sword strike animation since I didn’t have time to create new ones).

    Players can also add a camera and movement controls (both function like in MOBA games such as League of Legends or Dota 2).

    Each ability has a cost number displayed next to it. The parameters of an ability (and its recharge settings) are calculated into a single value (representing the overall strength of the ability), which helps to balance the game.

    Note: Currently, any value can be entered in the fields, even illogical ones. For example, you could enter a negative number for damage or range, so avoid inputs that may cause errors.

    To enter values, double-click on a field.

    Remember to save your work.

    It’s best not to adjust the abilities' settings for now, as they are preset with default values.

    Only the recharge settings are critical to adjust: each new ability has default icon coordinates and key bindings, which must be customized.

    Watch the video demonstration closely, as I adjust all these values there.

    Key numbers:

    q - 81

    w - 87

    e - 69

    It’s better not to change the rest.

    Be sure to add a camera and movement control (default key is RMB).

    Space focuses the camera on the player.

    In the future, there will be various camera and movement control options.

    You can also change skins, although there’s essentially only one option for most items.

    Google Drive links:

    Game file (zip):

    drive.google.com/drive/folders/1bIc8s7bavJOjwNAhKTMCTe33O5sUVvn7

    Video Demonstration:

    drive.google.com/file/d/1TS6RBn1PoBmLO5Jjcx79lNp2ktUY6QQB/view

    My Discord: nick7002

    If you have any issues, leave your Discord handle.

    This is only a portion of the available features; I won’t discuss the rest just yet.

    The essence of the game is not only in creating a skill set but also in allowing players to customize the controls. They can choose between MOBA-style controls, WASD movement, or even touch controls for mobile devices.

    There can also be different types of abilities. For instance:

    - Abilities might alternate

    - Some could be stronger but lack aiming capability

    - Rhythm-based abilities

    - Abilities where the aim rotates clockwise and becomes more powerful with each rotation

    All of these setups will be easy to balance. Even abilities that synergize too well (or poorly) with others will be adjusted, either strengthened or weakened.

    Examples of different ability types include:

    - A simple shot

    - Running shot

    - Wide shot

    - Gradual acceleration shot

    - Gradual deceleration shot

    - Dash shot

    Each ability will come with customizable parameters, making balancing simple and flexible.

  • (This is my second post on this topic. However, the project has undergone very big changes and I created a new topic on this.)

    Hello,

    I’m a resident of Mykolaiv, Ukraine, and I’m working on an unusual project that’s nearly complete. It’s a top-down and slightly side-view game with a unique feature: players create their own characters and abilities through programming—more specifically, using blocks or puzzles that are transformed into code. This provides unprecedented freedom, allowing players to design everything from character traits to combat mechanics. In multiplayer mode, each player's code is sent separately, with security measures in place to prevent the execution of malicious code. It’s worth noting that the eval function is used, but before the code is executed, each player’s app checks for suspicious fragments.

    absolutely every little thing, every detail has already been thought out so there won't be any bugs

    I have already figured out how to synchronize all variables, all expectations and cycles, and especially the balance (is already present in the game)

    In short, the player creates their character using blocks (like in Scratch) and then plays with them.

    Below, I’ve attached the game (for PC, though it’s also adapted for mobile devices). In the game, you can script every little detail.

    Players can also upload animations (PNG sprite sheets) and manually process each frame by resizing, deleting, splitting into different animations, and much more.

    Upon the first launch, the game already includes animations and code, so you can start playing immediately. However, don’t try to edit the character yourself. You can only view how the code/blocks are structured because I haven’t yet implemented restrictions within the game’s code constructor. While writing the initial code, I kept all the rules in mind and followed them, but I haven’t yet worked on enforcing them in the block system. The code is built correctly, though.

    Controls:

    In the current initial code, the controls are as follows:

    Q – Sword strike

    W – Throw shuriken (the only ability you can aim)

    E – Dash

    R – Throw rope at a landscape element (works like a laser); pressing again pulls the character

    Right mouse button – Movement

    In essence, you can set up any controls, but for this example, I chose these (similar to League of Legends or Dota 2). Yes, I made the character a bit clumsy, but I think it’s enough for you to get the idea. The multiplayer is already functional.

    Google Drive link to the game file (zip): drive.google.com/file/d/1A_CAkmMqIIlw2_-5JR_kDR4Is_k3Qpl_/view

    Google Drive link to the video demonstration: drive.google.com/file/d/1KiYZdwFjS4VECo24QPQ1gaLWx4YeSQtl/view

    (when i select the animation picture the popup window is not visible)

    My Discord name: nick7002

    if you have problem, post yourself Discord

  • Hello, I am using the "load image" action in sprite events, and instead of loading a single frame, I want to start loading a GIF animation. Using "File chooser," I select a GIF animation and then load it into the sprite. However, the problem is that only the first frame of the GIF animation is loaded. I don't know how to load the rest of the frames from the GIF animation.

  • Посилання не працює, кинув запит в друзі в діскорді, якщо ще потрібна допомога

    добрий день . я прийняв якесь запрошення в друзі

  • i would love to help... but... what exactly do you need?

    I'm sorry for not answering for a long time

    For this I left a link in discord

    If you are still here, write to discord

  • THIS IS A BRIEF VERSION OF THE MESSAGE WITHOUT DETAILS:

    Hi,

    I'm a resident of Nikolaev, Ukraine, working on an innovative project that's almost complete. It's akin to Brawl Stars or Wild Rift, but with a unique twist: players create their own characters and abilities using JavaScript within the game. This grants unparalleled freedom, allowing players to design everything from character traits to combat mechanics. Each player's code is sent separately in multiplayer, with safety measures in place to prevent malicious code execution.

    FULL VERSION:

    Hello,

    I am a resident of Ukraine, from the city of Nikolaev.

    My project, which I am developing, is almost ready.

    I'm looking for people to collaborate with.

    Let me get straight to the point of the project. It has a very original feature, in my opinion. Essentially, it's something similar to Brawl Stars or Wild Rift, where characters with abilities fight. However, the essence is that there are no predefined characters. Instead, we create them ourselves along with their skills. Moreover, the possibilities are endless because the player writes JavaScript code that executes within the game and sets the player in motion. In this script, you can specify consequences of the player's death, death conditions, the character's HP, and even easily define abilities, shots, teleports, strikes, and even a targeting method separately. For instance, creating a laser that indicates where the bullet will fly is possible. You can specify the shape of the laser, and it doesn't necessarily have to originate from our player. In short, it's complete freedom of imagination. Of course, there are predefined functions that the code interacts with. For example, health deduction is not done directly in the code; the code calls a function that is predefined in C3.

    You might be wondering how to play this if anything could be a character, even something viral. It's simple. The code is sent separately to each player in multiplayer. I must note that eval is used. Before implementing this code, each player's application checks it for any suspicious texts. For example, using eval inside the code is dangerous, so if the player's application detects this word in the code, the code won't even start running. You just need to exclude all possible words that are mandatory in dangerous code and list them separately. And before executing the code, the application creates an addition to it, for example, to disable the code to avoid errors. For instance, to disable all intervals and so on.

    I don't want to tell you absolutely everything right now. I understand that there may be questions because there are many nuances, but I've anticipated all of them and already implemented them. Ultimately, the code works, and all that's needed is just refinement, as it's all functional but, of course, needs complete refinement. For example, the tools for creating code I made on the fly need to be completely rewritten, as they are very difficult to navigate. The list of dangerous words is not yet complete, and in general, everything needs to be formatted, add currency, and so on. In short, all that's needed is assistance to complete the project into a game. However, it's still desirable to have people who know JavaScript.

    Below, I've attached the APK file of the project. I think it's easy to understand the essence of the project from there, but of course, you won't be able to code in it. It only contains pre-made code because the tools for creating code essentially exist just like that and are mainly made just for the sake of existence, as I don't need them right now. This preview of the project is only needed to understand how the game will look.

    There's much more that I haven't covered because it would be too much information. I hope I've explained the main essence, and I'll explain everything else in private messages. Feel free to write to me either directly on Discord or in a Discord group. If neither link works for some reason, please drop your Discord here.

    drive.google.com/file/d/1VCU6WKX3-ToI5y7mfK7RXKySCz7HBwv5/view

    Character abilities in this example are briefly described as follows:

    The first ability is a sword strike.

    It recharges quickly and has charges.

    The second ability is a forward dash.

    The same ability stops this dash.

    Over time, it stops by itself.

    But there's a bug here that I was too lazy to fix. If it stops by itself, he won't be able to move, so you need to press it again.

    The third ability is a hook that he uses to pull himself toward the landscape. Again, I was too lazy to work on the rope, so it's invisible, so to speak. Some aspects there don't necessarily need to be developed right now.

    The fourth ability is shots, with 4 charges, and every 4 shots explode upon impact.

    discord.gg/W3Yunhc2

    nick7002

  • If there's no such source or nobody knows, it's okay. I just vaguely remember something like that, so I asked in case someone knows.

  • Hello, how to create text construction from blocks like in Scratch, for example? No matter how hard I try to come up with how to do it, nothing works. So that text blocks could be inserted into each other, and it would be clear what was inserted into what. I think I once saw the source code with something similar, but now I can't find it anywhere.

  • Sorry if this is a little late, but Target Actor references the Actor Number of the user. Each connected user is assigned an Actor Number, with the first player being "1" second being "2" etc.

    Out of curiosity, what are you using Target Actor for?

    Thank you

    Sorry if it's a little late

    I was thinking of using this so as not to send it to every player, but to send the event to one player at once who needs it

  • how to use parameter "target actor" in Photon? This is parameter in event "raise event"

    How to set an identifier for an actor?

    and is it possible to install several?

  • The 3D Camera object provides expressions that can convert from layer to canvas (and back) with a Z co-ordinate.

    but I don't use it

    Is this also possible without it?

  • drive.google.com/file/d/1AZoitSFubfEYTzAd-UQYi1QRXOhufmM4/view

    Hello

    I have tried many projects that use Layertocanvas-canvastolayer

    but they all break when the player changes the Z elevation

    in this case, the point should be moved not to a layer with parallax 0, 0 but with parallax 100, 100

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  • You mean at runtime? Maybe with the browser object I guess?

    https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/browser#internalH1Link0

    I don’t understand what the browser has to do with it

    I explained my thoughts in more detail in a previous post.

  • There's eval(), but it's generally regarded as unsafe and sometimes security measures block it from working.

    You can also load a new script file with dynamic content. As Construct uses modules, you can dynamic import a custom script like this:

    > const scriptContent = `console.log("Hello world!");`;
    const scriptUrl = URL.createObjectURL(new Blob([scriptContent], { type: "text/javascript" }));
    await import(scriptUrl);
    

    I'm interested in this "eval()"

    Is it possible to make the command "eval(TextInput.Text)" in the game?

    I need to write text (code) in the game itself using TextInput and then when an event occurs, for example, “when a button is pressed,” perform a script action (eval(TextInput.Text))

    for example in the game there is sprite 1

    and in TextInput write script(sprite1.setOpacity(0.5))

    will it work?

    is there any source?