GeorgeZaharia's Recent Forum Activity

  • yes you have to unpin/change position>then pin it back on the object .... i don't think construct changed the way u pin objects ... but as i remember back in C2 u couldn't change the position of an object if was already pined. i mean u could setup the event, but would be overridden by the pin behavior so u wouldn't see any difference.

    btw that everytick condition is not needed, you can run the if inverted condition alone, and will act as a everytick condition. and same applies to every other condition that doesn't have that green arrow on it which means trigger one time.

  • u could do a variable and add px's or distance traveled to it, based on player movement, for example u would need 2 variables

    oldX and curentX

    the condition format must be like this to be able to check distance and rewrite

    everytick setoldx >player.x

    onleftpress orRightpress > setcurentX to player.x

    compare two variables > distance(oldx, 0 , curentx,0 ) is greater or equal 200 >action> create zombie at player.x +100px (or -100px depending where the player is facing.)

    not sure if u want it like this, but what this would do is check if the distance between last position of player and curent position is greater or equal to 200px then will spawn a enemy around player at 100 px, to check where the player is facing, you could make use of the left and right button when u move by adding a 3rd variable and call it "moveLR" value of 0 being left and 1 being right

    and when u press left u setup moveLR to 0 and when u move right u setup moveLR to 1

    then u just check if moveLR is 0 or 1 and spawn the zombie to player.x-100px if moveLR = 0 and player.x + 100px if moveLR=1

    i can do a quick example if u want.

  • > You need to move the condition from sub-event to event #60. "While" and the condition should be in the same event.

    > I also suggest always adding this "emergency" exit condition to While loops, to prevent infinite loops: loopindex<1000

    Hi,

    I realise now that I was expecting one of the sub events conditions evaluating to False to cause the WHILE loop to exit, so thanks - it has to be in the same event. Still an issue though, the overlap test is not working. So I can get out of the WHILE loop but it is still leaving overlapped sprites. Can you not check for overlap in the same frame you spawned then?

    Regards

    S

    you should be able to check for overlaps once the item is created, but i think since the overlap checking is under a function you could easily drag the subevent from under while and place it under the function as now u have

    Function

    ---while subevent

    ------subevent with while as parent

    what im suggesting is

    function

    ---while subevent

    ---check for overlap (with function as parent) -- this way gives it a bit of time to create the items, then check the overlap.

    not sure if will work, but logically it should... unless we understand wrong the while loop.

    Edit2: if u can use the overlap check on a everytick id separate the "overlap condition" outside the function, and run it always basically... if that is a posibility that will definetly work, just not sure how will affect ur gameplay/system u built, and if u need that!

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  • quick question, why are you inverting a = value comparison ? u could easily say not equal instead of equal + inverted... might be that the inverted trows a error? did u check the console of the browser? not the debug console.

  • Hi, not sure if this was solved or not, but an old trick we used in C2 was to move the new card created if is overlapping another a few pixels to left or right until exits the overlap... so u can move it 5-10-20-50 px's around the overlapped card randomly, it would be much faster, and less hanging out.

    Another way of doing it would be to create a dictionary or array, and save the positions that the cards are spawning at... and just spawn anywhere else but in those locations.

    array thing might be to advanced and to complicated... but the 1st solution should work just fine, unless u want it to be pixel perfect, then 2nd mention would work better.

    for the 1st solution, i given above, to work, you have to have the cards inside a familly lets say "familly cards" and then (C3 doesn't really need families to pick objects of the same kind, pretty neat, you can just directly pick same card item name top... forgot about that feature)use the overlap condition like so:

    if object.card is overlapping object.card > subcondition > object.car.pick.top.instance> Action >setx.object.card to self.x +20

    the above line would push the newly created card to the right of the old card that is below it.

    consequently u could also, move the "famillyCards" when they are overlapped to a random +- Y position.

    il do a C3 example in a bit, for the 1st suggestion, just i can't use famillies cause freeEdition limitations... but il use 2 different sprites.

    random items, no grid placeholders example 1

    Edit2: now if your game doesn't use the spawn like in my example, but u have like a limited grid layout to spawn in ... for example, a chess table like format... u can generate a grid pattern using a sprite give it a bolean lets say "isoverlap" and toggle it false or true when u generate cards in their position. and then u can check those grid items, if "isoverlap" then pick another one. this way u don't have cards moving around ... they spawn directly in a empty space. the array solution is similar to the grid pattern with items, as grid... but more in logic ... events etc... so u see why i think array is a bit harder to implement, however it might be the best solution, but lots of work on it, since ul have to add the position spawned at+ the offset distance to keep top left right and bottom when u create the new cards.

  • Attention might have some adult content in it... like fictive gambling ... not sure if brakes the rules or not....

    Playing around with C2 making some slots mechanics :) it will probably never get used inside any game or shared as code... who knows...

    3 reel slots

  • Thank you so much for the advice!

    I'll be taking a look at iframe and the 4 languages :)

    No problem, is hard to start on it, but i find it easier learning by doing, that is why i always recomend the freecodecamp.org tutorials, u do examples and u get the gists of it by doing them. is so simple and well made. plus they started doing complex tutorials for fullstacks nowadays, but if u follow their camp tutorials ul get the skill u already have polished and transferred in no time to websites and even "native app coding".

    the beauty of Construct is that helps develop the technical mind needed for coding, u have to have that puzzling solving brain trained a bit, and Construct does just that, in other words, Construct is a precursor to native coding, especially now with the scripting features which is Javascript.

  • Construct as a website not a good idea, since most of texts and images are rendered inside a canvas, therefore the content inside it, can't be indexed by engines, and also the content generated by your construct app/website it doesn't stay there, it's only generated when u turn on or load the app/visit the website so the crawling of robots doesn't happen when search engines wants to index your pages.

    And for a website and SEO purpose/visibility on certain keywords, and content that is a must to have, always visible content, pages, images, etc.

    If you want to build websites,i recommend learning this 4 languages, HTML5, CSS or CSS3, Javascript & Php.

    Php nowadays is not really needed unless u want to do your own backend stuff to server etc... but if u just want to be able to install a wordpress environment and code stuff in it ... those 4 programming languages, or scripting languages should get u started. (if you get to understand javascript you don't really need php, you can work around php features with JS, but is good to have php skills)

    And the beauty of this 4 languages? all u need is notepad, (but i do recommend visual studio code, it will help you tidy up things faster plus u can do complex stuff with it later on when ul need it).

    There are other complimentary stuff that might help you for more complex features in your websites, like XML, Json file structuring etc... but those u will learn them by learning the 1st 4.

  • a good starting point, u begin understanding by doing... but if you mean coding in Construct just look up tutorials on the forum here or on youtube i guess ... if you mean coding in general... to use with construct you will need some sense of javascript and html5 so u understand how things work.

  • Long term plan has always been to move everything from Scirra.com over to Construct.net, one of the last big things remaining is the store.

    Future of the store is to keep it, and move it to Construct.net. It's a big job as requires a complete rewrite to work on our scalable infrastructure.

    Currently am working on rewriting of the C3 part of the store - once up and running will start working on the new store.

    This is great news, nothing changes so far in the plan for it, so i remember this was said a long time ago when c3 was preparing to launch. Lots of work ahead, im very patient lately, still i have a question regarding the store, but more of the fees, i know there was a fee charged for account registration as seller probably is still now in place to filter out spam content and low quality over high quality ones, now my question again is regarding the fees on sales, i know there are transaction fees for each microtransaction u lose like 10 pence or so but we are being charged 50% where other stores offer 25% or even 5% fees only, ... will this be considered in future? as now many of the sellers on scirra store are cashing in mainly from codecanyon and itchi.io and most of them forgot of the scirra store assets cause well it doesn't really has tracktion that much since everyone is a "developer" and not really buying assets to "flip". Not to mention since track of the store sales is rather low, many of the scirra store sellers are moving to private stores that they make themselves, no extra fees just transactionals either trough micropayments by paypal which is little to nothing per transaction or bulk transactional fees as stripe where u pay 10$ a month up to a number of sales.

    in case the text is confusing, in short .....

    will in future the 50% sale fee be considered to be lowered? since we are presumambly paying for a "seller access" and also for a monthly/yearly license.

  • Am I missing something? I've looked all over this thread and it seems that GeorgeZaharia was able to figure something out but the link is broken.

    Hi, which link is that?

    there is a raycasting example in the Q3D examples zip, but is raycasting from mouse position, you can swap the mouse coordinates to camera coordinates, by using Q3DMaster.Camera.X / Y / Z let me know which link is broken il check my drive and update it.

    but i tink in my example, i used the example raycasting, and lock mouse on center of screen with the plugin that was recommended.

  • no, you are wrong.

    You are confused with the filter for the chooseAsync.

    developers.facebook.com/docs/games/instant-games/sdk/fbinstant6.3

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GeorgeZaharia

Member since 30 Jun, 2014

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