GeorgeZaharia's Recent Forum Activity

  • hey was playing around this days with Q3d had a few bumps till i understood some of the functionalities of it... and i managed to do the next demo.. im planing on doing a full multiplayer death match FPS out of it... when its completed ... will be available for download with a manual in Scirra Store Hope you like it... any feedback is appreciated

    the capx will require q3d plugin version 2.4 or later, TiAm's MouseLock ... and r213 C2 version

    At the moment just a nodewebkit demo .... there still plenty of work to be done to have a polished Kit.

    right now... it has only the basics ...

    When game is loaded will require for you to center the mouse in the aim sight as close as possible to the center for now in order to have a good forward/backward motion... till i fix it.. and il find a better way to raycast the movement direction...

    In Game Commands :

    Ctrl - Crouch

    Space - Jump

    WASD - movement

    F - Toggle flashlight

    Mouse1 - Fire some blank bullets

    Mouse2 - Zoom Mode

    R - Reload

    Q+Enter/Q+Return - Restarts game

    Shift - Silent Walk

    The game movement is based on FPS Control Demo

    you can download the capx files and buy the q3d by going on this page Q3dTopic

    You can download Tiam MouseLock Here

    FPS KIT DOWNLOAD will be available soon..

    Edit1:

    there is some problems with the exported executables... seems they dont want to run on my computer and i doubt that will run on others

    Edit2:

    seems the Audio Plugin has some issues... on R213 il try downgrade to a older version and see if its going to be fixed.

    Edit3:

    downgraded to r212.2 audio is not a problem anymore.. however in the desktop version the FPS hands model with gun doesnt want to load... im working on it... Seems i wont be able to make it work tonight ... so here is an ingame screenshot ... til im able to upload a stable working version of it.. its weird cause in preview everything works perfect.. when im exporting nothing works anymore... im stuffed with this kinda problems..

    here is a html5 demo... just the hands and weapons seems to get stuck.. seems its a bandwidth problem on my side..

    DEMO im working on a 3d platformer Mario style also.. hopping to finish this particular FPS kit soon, and have it available in scirra store up and running with a menu and an online multiplayer system and 2 or 3 maps to be selected or voted to change ... the only issue wold be what wold be the minimum requirements to be able to run it.. since im creating this on a low spec computer... im thinking there wold be a duo core needed and atleast 1 gb ram.. but not sure yet... will see

    ok i see where the problem is... i think because i added the weapon as a child in the animation of the hands... creates all the problem.. il try change it for later.. since it was already in the future plan to be able to pickup weapons from ground ... now makes sense why all those issues i had lately.. ok demo is working.. if u have a low internet just wait... till it loads.. it may take a bit ... hands file is about 25 mb cause of the weapon is inside the same json file instead being a dependent model..

    the hands come with 5 animations drawweapon.. withdrawweapon .. inspect weapon, reload , reloadnoclip, shoot , shootnoclip, idle, melee_pad_hit but i use only 2 of them for now.. seeing the problem that the gun creates... il need to reanimate everything again... or atleast some parts enjoy share... comment/feedback etc keep it healthy

    Edit 4 forgot to mention the current events... 48 wold be less just i added 10 more for some simple minor aspect stuff that il change it later with some behaviors

  • so u have the left animation but not the right... try using the sprite.mirror self thing when the direction of movement is toward right... youd have to know the angle is traveling at though if it wold be triggered by keyboard wold be much easier.. but since you have it automatically in an AI system which doesnt depend on ur input.. u need to always check the angle of movement.. one way is to use a custom behavior called speedmonitor which monitors the speed and angle of movement of the object.. and u can use those values in a expression to make the character mirror the animation

  • the game is actually well made.. the only problem is .. how do you use the skills outside clicking them.. and why every enemy jumps around when UP-arrow? is it meant to do that or is a bug?

  • The Honorable normal guy way:

    depends on the length of the track and the complexity of it.. and the work you have to do.. from scratch or an edited version.. and also your work time fee.. most people add their work time fee to the work finished product.. as the manufacturers in our daily lives .. others charges only the product price.. or their price/hour so if u spent around 2 hrs composing it.. wold make you a whooping honorable way ... 30/100 bucks if its less ... you can still be in that range... the end use or ur client wont ask u why is that price so hard... if so.. u can always find excuses.. but most people that are hobbyists dont have cash flying around... so id better stay at a lower price.. for helping them out.. and maybe getting some publicity and get another order

    The Business Type of audio sales:

    (its not accurate but more of a guide.. of what the actual licensing goes for audio products.. they might be a bit different but this is a simple rough shape of it )

    you can also sell it as a non-exclusive license.. so you can resell it further on internet without any problems.. audiojungle for example .. also you can give a limited-exclusive license.. that gives 1-3 months of usage before you sell it further...

    the basic is this...you can sell it .. as regular license (for hobbits non monetized products)

    limited-personal license - you can use it for a longer period of time making cash with ur product using the audio in it.. but not reselling the audio..

    Personal license -buyer gets to partially own it.. he can resell it/ and make cash out of its products with the content of audio inside up to some sort of number records (ex 1000 sales in steam etc ) while you can still sell your own

    Business license - buyer is eligible for selling your audio further as a vendor

    Custom licenses - charging fees per product hit.. example ( 1mix license ... buyer publish in one video /game etc u need 1 license 30 $ or what ever, 2 videos or games he needs to re-buy the license for each product he releases)

    custom license mix - u can use the original soundtrack to derive a new version .. each remix adds more licenses

    and so on

    hope it helped you .. and i was on track of your post

  • id suggest the easiest way wold be to have a separated window... as in layouts/project/z-order/etc that are shown on the right side... so you can pop them up open and have the list with events there.. if its opened and u need it.. will automatically go to it anyway.. just you'd have the list there in front of u... its much easier then to add a icon.. which if u have 10 different tabs opened... the sizes wold shrink so much,, that you wont be able to see the full name... even if its ES typed in front or not.

    personally im always on the project tab.. and have the events list opened there.. the only problem is when i save.. all the project files refreshes at a weird rate... if i add folders.. all open and closes .. which makes C2 freeze for a bit

  • The latest back-up I have doesn't have all my new changes so the game will not be finished...

    have you tried extracting the new files from the beta capx... and change the version in the caproj? to 212.20?

    maybe that will help you... unless you got the problem i got long time ago... when before i saved the electric went dead.. and when i rebooted the file size of the capx from 2 mb went to 1kb ... and when i tried to extract it... said corrupted file... or smth.. my luck was that i didn't have to many events.. but more visual assembly

    forgot to mention... you have to type the number version in a normal length string... like 2122.00 or smth... its not always as the r.21nn.nn in the download section other way will tell you the version is not recognized and c2 will close.

  • you can use clamp(angle,minvalue,maxvalue) see if that works min value for u wold be 180-car.angle max wold be 180 or 90

    the expresion original is clamp(number,min,max) but i added the angle cause you want the rotation to be towards surtain angle in order to stop it to go pass it... you job now is to find that specific angle at any time and place of the car on the game... if its in a circular race.. you have to find the radius position of the car... and find the left and right position of it and clamp on left and right turn the specficific numbers

    so you will have to store the angel of the car one time to know what was the last angle of the car... forgot to mention... so when A or D was pressed save the angle of car 1 time in a variable local or global.. then use that one to determine the min and max rotation

  • nice to hear you solved the problem you had... but still continues after 1 day now? it might not bee steam or C2 ... but your hard drive ... is it almost full? what settings you have for caching things? how much space you have in the C2 auto save folder? is it OLD or new ? is it HDD or SSD?

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  • purplemonkey

    hey wanted to ask you is there a way you can tell me the song name that u used in the example you shared around page 130 in this topic, i cant seem to find it on your example page in the developer console, seems u used an external link for it to load

    btw here something been working on for a few days https://drive.google.com/open?id=0B0lqV ... HN5bVdudFE

    its a FPS KIT has a model crouch function/ reload/ WS moves to pointer /AD move on strafe lines/jump and kinda thats it..., however its kinda weird to determine the strafe left right when i switch to Y axes but il figure something out, i know can be done by calculating the RZ (angle of the object, ) the only problem is that my model rotates around its axes so the model mesh rotates bu not the object itself.... there for angle never changes... weird system but eh.. im guessing i need to learn theorem of pytagora again

  • 1. I noticed most of the stuff runs in web browser, likewise can only export to web, which worries me because it limits my future publishing options. Can project be easily exported as PC executables or compatible for hand held or consoles?

    2. If the engine code is written in Java, a language even I know as a non-coder to be horribly sluggish and full of issues, doesn't that mean any game I make will have serious performance issues? Especially because I love to do massive levels and lots of parallax, like 10+ layers or so.

    3. I am trying to create a metroidvania, so think of all the stuff a game like that needs, like save States, huge maps, rpg features and the likes, so can all this be achieved with c2?

    4. If you could suggest another engine for someone like me with my game needs, what should it be?

    Thanks a lot!

    Hy there, first i want to say that as simplicity, and graphical editing and assembly you wont find no engine out there to compete, with Construct2 from my point of view, i tried a few FROM GM8 to stencyl, to fusion to what ever is out there, however, as performances, Construct2 has its limitations, you will face a lot of problems, but all can be solved in time, by working around things, and if you can use the plugins that people offer around Construct2 community it will solve most of them, but having a friend that has some JavaScript Knowledge, being able to do some custom work for specific effects, or library's that you may want to implement in future, will help, but you can still develop pretty fast performance Games and with a "Glamour" look to it without any of those things, just by using Default Construct2 but that will need you to understand how C2 engine works.

    When i say glamour i mean, you can stuff the game with as many effects and images you may want, the issue will be later as in any game engine, more you add more resources youl need, so the minimum specification for your game, wont be from a point on a dual core processor of 2ghz and 1 gb ram, but more a newer generation of computers.

    as for your points,

    1 : yes most of the games are made by hobbyists and the only easy way to market a day is by using the online environment, by that meaning exporting to html5 websites and pray for players to play, but if you want, you can export to any platforms there is in C2, as a licensed user youl get more exporting power, steam/PlayStation/Xbox(windows10 support type)/ and many others, for a .exe thing i dont really know , since most of the Computer games made in Construct2 require Nodewebkit.js which is free to download, but not many players have it installed since the most common computer games dont require it, maybe someone can cover that part up, but all i want to say you are not limited to the WebBrowser only.

    2: the engine is written in java, but you dont need to modify none of that, unless you want to create your own plugins or use some custom script.js, but what you ask doesn't require any of those things, you wold be for sure making a demo up and running in a few days if you have the graphics ready.

    3: most of games can be made in C2 especially the old ones, even if they are in 3d, you can use Plugins to turn the 2d frame into a 3d frame, which is much faster for some reason in Construct2 but its limited by the amount of effects and objects you can add, but then you will need to learn those plugins functions and have a basic understanding of the 3d axes and 3d frames, however Castlevania, metroidvania etc can be accomplished with C2 by using the default functions with no custom plugins.

    4: if you have the time to learn, and you can learn, then try Unity(has a few visual plugins, that can turn the hard core programming into a more simplistic programming similar to C2 but you have to pay an extra 300 bucks for it i think),Blender(for windows games only requires python knowledge but also can be used by visual coding drag and link things), Valve Engine, CryEngine, C## etc... what ever can help you, but since you mentioned you cant understand it no matter how hard you try, i wold say Stick to C2 for a while will grow on you, but you can play around also with GameMaker8 and other stuff, but they all have their specific issues.

    My opinion in a few words, Stick to C2 play with it for a while, test it, see the problems for yourself, see if you can work around it, if not, if you have enough income to support an indie programmer, id say pay some programmers to do the coding part, and you keep doing what you like, being an artist.

    P.S dont quit your day job, to make this happen, youl face many problems, and is possible youl get into the C2 loop, where you want to do all this cool projects, and you want to start all of them, since C2 is easy to use, but you will never finish one of it.

    it happens to most of the users here..

    Hope it helped you!

    if im wrong on some points do rectify me, if not.. then well.. have a great day.

  • ....

    hey quazi ... i was just wandering is there a way to load maps in .bsp format like in the CS1.6 etc games? it seems they are very fast as loading and generating, i need a good map loader or map creator, for q3d and i was just wandering if that could be possible, or some fast terrain creator and placing some crates around and walls, or do i have to do all by hand in the editor?

    if that is not possible, if im going to export a entire map like as an obj then load it in c2 wold that be having a box collision? or can i load it as a terrain from an object? dident played lately with the q3d so i just ask cause its faster then to bust my brains for something that may not be possible thanks

    or is it possible to load .mdl formats from halflife-etc ?

  • is your character on a parallax layer?if it is try moving it on a different layer where doesn't have the parallax effect, the parallax effect is for background movement,(as layers that contains fog in background, trees and other environmental stuff)

    Usually any other characters as enemy's, gems, main characters should be placed on a NO parallax layer... not sure if that works or fixes your issue...

    can i ask what behaviors are you using on your character while is doing that lagging problem?

    also it may not be the parallax... what does those 10 objects event sheet look like? are they checking for some condition every tick? if so ... try modify the condition check when its needed... like on collision...

    hope it helps u ...

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GeorgeZaharia

Member since 30 Jun, 2014

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