sizcoz's Recent Forum Activity

  • Thats seems really low

    I have 91.7% for the last 30 days .

    With which country's are the low match rates, or is it across the board?

  • Just updated my game 'Snake in the Grass' with the new construct 3 runtime, to Google Play store.

    I'm hoping everything will work as it should. Ads etc.

    The Game play from what I have tested seems to run a lot better with the new runtime.

    I have added a new mode, Star Run mode, where you have to collect 20 stars in numerical order as fast as you can.

    I have also added a Global Leaderboard for the new mode based on the lowest time, which was a challenge.

    Game link below

    Snake in the Grass

  • Hi!

    Does anyone know how I can make a trail effect for a ball?

    Here is an example:

    It's easy to achieve if your going in a straight line but if I have a ball that bounces I can't really seem to get it to work properly.

    It looks OK to just spawn another ball and fade it every tick but I would like to learn how to make a proper trail effect.

    If you know how to do it please share! :D

    EDIT:

    Better Image of the trail effect I would like to learn

    Another way is to use a couple of particles.

    Example of trailing fireball

    http://www.sizzle-games.com/fireball

    and the capx.

    http://www.sizzle-games.com/fireball.capx

  • Hi, thanks for reading. In this topic, I would like to discuss about the possibility of making games with rather different physics. In snowboarding games, the main character seems to slide through a never ending, random generated line in a wavy fashion. I assume maybe some mathematical formulas are involved in doing the terrain. The same goes to Tiny Wings. I wonder how could I make a level with that physics and terrain. Also there is another game, Worms. In it, when the terrain gets hit with projectiles, it leaves a hole, generally round. How can I do that? Thanks

    I had a mess around with the physics behaviour, and came up with a rough example, but I'm sure math is the best approach.

    https://www.sizzle-games.com/hills

  • > You can do it with css and buttons, but they sit on top of the canvas.

    > Take a look at this in css.

    > It shuffles, then when clicked on it puts the choosen card on top (z-ordered).

    >

    > Best in Chrome, but works in Firefox and edge

    >

    > https://www.sizzle-games.com/cardflip/

    Yes. i see in behavior script blocks with something like css3 code.

    Your example look very good. But in behavior this is look much better. For example, you can see side card at every flip moment.. Not only when card was placed.

    I try search and compare other card game... well, most not use flip. Try use effects by Gigatron, not good too.

    I think that Flip-behavior can use for coins, heart, card ... maybe random item generator (if behavior will be with properties).

    You example great, but.. not so smooth. And im think with every project you need again and again re-work css. This is not ideal.

    Im not so familiar with C2 and css using.

    Can you share you primer capx? Or make only 1-2 card with no shift and transition? Only flip in a place.

    Maybe its possible combine with Moveto or Litetween behavior?

    Here's that capx.

    https://www.sizzle-games.com/cardflipped.capx

    Card faces are free from google.

    19 events

    cheers

  • Awesome, but ...

    1) Need to fix the problem with a flip of several sprites at same time. When they 2 or more.

    2) Add flip options - flip right, flip left, up and down. Active on/off

    3) Add frame selection options or parameter. For manual or random selection.

    4) Add scale option or parameter (like it lifted under deck or place) (optional)

    5) Add the shift option or parameter (when you visually turn the card, you move it to the side) (optional)

    Anyone suggest how to implement the same flip effect by other means?

    Im try make animation in Spriter and Dragonbones - not good idea for 74 cards.

    Tried, effects, but they don't work the same as this behavior.

    If someone does, I'll be ready to buy this behavior.

    You can do it with css and buttons, but they sit on top of the canvas.

    Take a look at this in css.

    It shuffles, then when clicked on it puts the choosen card on top (z-ordered).

    Best in Chrome, but works in Firefox and edge

    https://www.sizzle-games.com/cardflip/

  • So with your second method, I do not need to create an empty text file on my server right?

    For some reason I can't make it work. I think it's because php files don't have the authorization to write on my server or something like that.

    I will check that with the I.T guy of my lab and try again ^^

    Thanks anyway !

    Just out of curiosity. What part of the php code deals with the creation of a new file if there is no matching file name on the server ? Is it just how "fopen" works ? Then why do you need to create in advance a text.txt file with the first method ?

    Its the "w" parameter

    $myfile = fopen("text.txt", "w") or die("Unable to open file!");

    "r" read: Open file for input operations. The file must exist.

    "w" write: Create an empty file for output operations. If a file with the same name already exists, its contents are discarded and the file is treated as a new empty file.

    "a" append: Open file for output at the end of a file. Output operations always write data at the end of the file, expanding it. Repositioning operations (fseek, fsetpos, rewind) are ignored. The file is created if it does not exist.

    "r+" read/update: Open a file for update (both for input and output). The file must exist.

    "w+" write/update: Create an empty file and open it for update (both for input and output). If a file with the same name already exists its contents are discarded and the file is treated as a new empty file.

    "a+" append/update: Open a file for update (both for input and output) with all output operations writing data at the end of the file. Repositioning operations (fseek, fsetpos, rewind) affects the next input operations, but output operations move the position back to the end of file. The file is created if it does not exist.

    So should write a new file to the server, if it does not exist.

  • Yes! Thanks! I wanted to do this kind of things at first.

    But if I have a single .txt file, won't every player erase the data from the previous player? Is there a way to prevent this ? Have several files ? Have each player's data be written after the previous player's data in the same file?

    Anyway. I'm satisfied with my e-mail solution. I'm just asking out of curiosity. So if you don't already know the solution, don't think about it too much :)

    You could have a new file for each user file.

    Just post the data of the required file name.

    Example

    <?php

    $myfile = fopen("$user.txt", "w") or die("Unable to open file!");

    $text = $_POST['my_data'];

    $user = $_POST['my_user'];

    fwrite($myfile, $text);

    fclose($myfile);

    ?>

    This will create a .txt file if it doesn't exist, and will be called whatever the user inputs as it's name.

    $myfile = fopen("$user.txt", "w") or die("Unable to open file!");

    $user = $_POST['my_user'];

    I haven't tried it, you may have to use.

    $myfile = fopen($user.".txt", "w") or die("Unable to open file!");

  • wow

    Brilliant !

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  • Hi

    If you want to save the data as a file to your server, here is the php script.

    <?php

    $myfile = fopen("text.txt", "w") or die("Unable to open file!");

    $text = $_POST['my_data'];

    fwrite($myfile, $text);

    fclose($myfile);

    ?>

    You have to create a file first on your server, I have used "text.txt"

    Then you send your text from Construct as a variable, I have used "my_data", but it could be anything.

    From Construct your Ajax Post would look like this.

    This refers to your php file, which in this case I have called it texttest.php, which you will have to put on your server in the same directory.

    Hope this helps.

  • > For those of you, who are interested in this stuff, I have found a good test to run your browser in.

    >

    > https://www.testufo.com/animation-time-graph#scale=10&ppf=2&measure=animation&busywait=0

    >

    I tried the above and get no lag no matter what. And this is on FF and Chrome, on my lappy that has a not exactly spectacular i5 and an intel gfx card.

    So I'm not really sure why your setup is struggling.

    This is worth looking into.

    Nothing like this then.

    Canary chrome latest build

    This is on integrated gfx, on same laptop, on power save and battery.

    Firefox, with the same test faired a lot better.

    And this is when I plugged it back in.

  • For those of you, who are interested in this stuff, I have found a good test to run your browser in.

    https://www.testufo.com/animation-time-graph#scale=10&ppf=2&measure=animation&busywait=0

    My Results on the Animation Timing test.

    Laptop Asus core i7 Nvidia 745m

    Chrome browser

    1 tab open - test tab

    Test settings = Scale 10 milliseconds Pixels per plot = 2 Refresh rate = 60 Hz

    1. Laptop Plugged in with high performance power setting

    Result = A very rare stutter / jank

    Framerate = steady 60 fps

    2. Laptop Unplugged (on battery) with high performance power setting

    Result = Continuous Stutter

    Framerate = 57-61 fps dropping every 1-3 seconds

    3. Laptop Plugged in with balanced power setting

    Result = Stutter every 3-10 seconds

    Framerate = steady 60 fps

    4 Laptop Unplugged (on battery) with balanced power setting

    Result = Continuous Stutter

    Framerate 56-61 fps

    Would like to point out, this has nothing to do with c3 engine, this is a browser problem.

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sizcoz

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