Alon's Recent Forum Activity

  • Thanks for the reply Ashley,

    I'm a bit confused now because it works on my current game.

    I do have Fullscreen applied perfectly fine on the default Construct 2 runtime.

    BTW - My main goal isn't to make my game for general browsers, but for the NW.js as .exe to run on Steam or any other online store.

    I understand it's also a browser that runs HTML5 but my goal is a standalone .exe based on the NWJS

    So far I didn't use the NW.JS at all, not sure if I needed it yet but I used the Browser object for the Fullscreen option when the game start.

    So... what is the solution on the NEW C3 runtime, how do I make it run on Fullscreen?

    Thanks ahead and sorry about my bad English.

  • Hey all,

    I start working on my game originally on Construct 3 but the runtime by default was C2.

    I'm trying to move to the new C3 Runtime now as I'm curious to see any differences and just getting used to it will be stable in the future.

    I used this for Full Screen on my game:

    System | On start of layout | Browser | Rquest fullscreen > Centered

    but as soon as I change to C3 Runtime, the screen is black and my game is on the top-left so the Fullscreen isn't working as it was.

    What do I need to change on the code so the Full Screen will work in C3 Runtime?

  • Hey All,

    I'm still kind of new to Construct 3 and I'm learning it as I work on my first game.

    Out of curiosity, I tried to run my game on Construct 3 Beta using the NEW C3 Runtime since it was announced.. but I get my game in small size (probably original 640x360) on the Top-Left while the rest of the screen is Black. (like my layout color).

    In Construct 3 (C2 Runtime) I used:

    On Start Layout >> Browser >> Request Fullscreen Centered

    And it runs my game smooth on full screen based on my Layout size which is 1280x720.

    I have no experience with how C3 Runtime screen resolution / view / browser works so I guess I need to change the way it works on Start Layout, but I'm not sure... that's why I'm here.

    I would like to know a solution for that so I can play around with the latest C3 Runtime,

    Thanks ahead! :)

  • > I'm not sure why it's working on your code but in mine it's not, if I change it, they all freeze at the same time when the game starts.

    You said something similar in another post and that the rest of your code can not cause a problem. It seems that this is not the case. Please go through your code carefully or post share your project.

    Thanks for the advice kriand it is probably the case, as I keep building my game even that it is so organized with comments and groups (I'm using the Ctrl+F to find parts of the code faster that way).

    Still I can't find the issue.

    I hope that I will find it... I'm still looking for it all over, even manually as I'm pretty much have the specific code related to this on that specific event sheet as I posted, nothing else is related to this on the rest of the event sheets from what I see. the issue must be somewhere but I cannot see it yet.

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  • Maybe something like this?

    https://www.sizzle-games.com/GooE.c3p

    sizcoz I had a look on your example and it works great!

    I have a few questions since I'm still learning:

    1. Can you please explain to me why the random is 2-4 ?
    2. Why did you put the same random also on the "On start of layout"
    3. If I want to tweak, I need to tweak both?
    4. Will it work on only 1 enemy or 100's enemies? I'm a bit confused that's why I'm asking.

    I'm trying to understand the code so I won't just copy past like a robot.

    Thanks ahead to everyone who help in this, I appreciate it a lot! :)

    EDIT:

    In your example, they start moving at start while in my case they always starting not moving.

    I see that's because the GooE_random initial is 0 but it supposed to use random(2,4) so they always start moving, but they're always start standing all together.

    I'm not sure why it's working on your code but in mine it's not, if I change it, they all freeze at the same time when the game starts.

  • I just tested it with the latest Beta and it works, I think it's something about the online part that construct 3 is relay on.

    I didn't realize it's doing it online than I need to download, so basically I'm not even sure if I'll work offline (which is needed in my case) to be online if I want to export nwjs.

    I will try again later with the stable, if I'm guessing right... if there are no issues on the online server or however it works, it should work but still... to be up to an online server for exporting may give me troubles when I'll be offline later on in most of the time that I can work on the game. :(

  • I'm trying to export signed release APK for Android and I'm getting the same error as well. My last version which was back in June 24th was fine.

    BTW - I forgot to mention I'm using: Release r104 stable (latest up to date stable version)

    Do you also get the same error on other export options such as HTML or nw.js ?

    it seems like no matter what I choose I get the fail error.

    Anyone else get these errors?

  • Hey All,

    As I'm working on my first game on Construct 3, I wanted to try exporting to standalone .exe file (using nw.js of cousre) so I tried to do it as I thought it will be simple as it should.

    1st try, simple export with default settings = FAILED!

    2nd try, HTML export = FAILED!

    Anything else I tried, I get "Failed to export project" to export message.

    I'm not sure What I'm doing wrong, Can someone please guide me so I can export and test it please?

    Thanks ahead!

  • Thanks for the advice,

    I'll try to start messing with it (I just found few bugs I need to fix before I add the enemy hehe).

    Until Scirra will fix the shortcut icon to a correct one, to post an image on the new forums try this:

  • Hey All,

    While working on my game, I've created a "test room" with a simple walking (platform) enemy.

    It's simple, easy and fun to test the Player vs Enemy as a basic part of the game-engine.

    Now I'm wondering about a different kind of enemy, a flying one.

    The basic idea for this enemy is to fly around, and when "see" the Player, attacking him from above.

    So it's like an eagle or a bat in a way.

    When the Flying Enemy will attack the Player, either if he's missing or Hit, it should get back to it's "default" flying height.

    I want this creature to avoid interacting with the floor of the room, so it won't touch the floor or get too near to the floor.

    I'm thinking about starting with a bullet + curve? but I'm not sure.

    So I would love to hear your ideas about how should I approach it.

    Please consider that I'm a newbie in C3 and in programing in general, so I hope you can explain in a visual or simple as possible way, it will be very helpful and appreciated.

    Sorry about my bad English and thanks ahead! :)

  • OH MY!!! Just before I went to sleep... I thought about another way, I didn't even need timers.

    It's the first time I used the Instance.Count because I wanted it to work the times of the current instances of GooE (the enemy) on the screen, in case I'll change it's number.

    Maybe it's not the best way but, from what I see on a few quick tests, IT WORKS! :)

  • I made this because of your other conditions 'is on floor/is moving', in order to keep the timer running. Here is another way of doing so:

    Thanks again for the help kriand, I tried to follow your last example but now, the enemies are not even stopping, it's like if I'll just disable the all event... nothing changes, they keep walking.

    There is no other code related to the enemies that damage this, but maybe I missed something:

    And this is my other version, it's almost the same but I change the max speed when they stop or walk like it was before, still nothing affect them:

    It's already 4:24am I could've missed something as I tried followed your example.

    I'm not giving up yet, I'll keep trying probably tomorrow. :)

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Alon

Member since 20 Feb, 2014

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