GeorgeZaharia's Recent Forum Activity

  • just change "L is down" to "on L pressed" as you have the 2nd condition .... the L is down triggers the animation and the shooting mode... it's basically a continuous loop at the moment if "L is down".

    the 2nd subevent in the "L is down" is triggering once yes, but having it nested under "L is down" basically cancels the "trigger once" status.

    Move condition "on L was pressed" line 20 to 19 replacing the "L is down"

  • what plinkie said, when u trigger the animation you trigger the damage also towards the enemy if the enemy doesn't have a special status like "defence mode" or to far away...

    instead of overlap tough i would use on collision if u do the damage swing on contact, if you want to have multiple parts of the enemy where you can do more damage... than the arm for example you either need a ragdoll character and set different dmg multipliers for head, arm, torso, legs etc... or use image points and hidden sprites on the character and when the sword hits those you can compare by length of sword over the image point to pick farthest point or closest to the handle and give it more DMG, like a critical hit.

    but for simplicity wise, on key pressed play animation + do dmg to enemy.

  • yes C2 tutorials are basically C3 tutorials, the only difference in C3 and C2 are the new released plugins/behaviors and the SDK language. but the event coding is pretty much the same.

    however some of the new plugins won't be available in C2 obviously so im not sure if you will have a documentation on them outside the manual of C3.

  • 🤯 Is that so? Why do they have all those different modes to confuse a beginner like me? Thanks for the clarification!

    cause they are different to some extent...

    at least the Challenge one that is under "Play with Friends or Other Players" as i understand is different from invite and request, as it applies only to those users that already joined the game, for example a already existing user can invite his (non-players of the app) friends to play the game or challenge them to a match...

    but he can't challenge a non-player of the app that isn't his friend... meaning he can't invite any random (that isn't his friend) person unless that random person already played the game.

    to challenge a complete stranger you need the invite or request to join game module and only then u can challenge that player if he joined the app.

    about invite and request to join a game/app they sound to be the same thing, unless there is some different hook but they probably will change that soon ...

  • if you want a fail proof solution you need to use uid picking or set a variable on the cards (if uids are confusing making a variable and setting a number is just a

    that is it.. now u have a ascending number for each card in the screen already existing at the start of layout)... that being said as now thinking the cards are the same sprite but duplicated.

    so if the cards are all the same sprite and you want to uid pick you do the following

    then

    then you have two separated conditions as the mouse one not under the mouse but separated entirely different things

    1st will be

    2nd one would be

    (if you dont know what inverted is ... you right click the condition and there is a invert action that basically acts like else.... but more secure then else... cause else means anything but that action .. that can mean a glitch a bug etc that you might not want to trigger it ... while reverse means only uid not matching that variable in this case.)

    then you need a hover out of cards reset for the picking so the last card picked card won't stick to changed.

    and that is basically

    and that is it... easy 5 conditions.

    here is a Construct 2 example just import it in C3

  • Because a sprite or tiled background is not compressed on the GPU. So a single 4K texture would take up like 90MB. This only makes sense for high resolution games where all the backgrounds are unique from screen to screen or level to level. Which means no repeated elements. I.e. you create an entire level background in a single photoshop project and export the layers as is. So tiled backgrounds and tilemaps are out of the question.

    i see, you could do it in C3 by using the webgl/opengl library directly (trough lots of effects or plugins) but then again wouldn't that be like taking a 80kb image and convert it to a base64 image? which actually will be worst size wise?

    Edited: nevermind i just read your edit, seems cool, makes more sense after i read the article you sent also, interesting... however this type of implementation probably will affect C3 rendering way as is now in a major way and will need to much stuff to be changed, so slim chances to be implemented. I would vote it if you put it in the ideas bin for C3 forgot where is the link.

    Edited2:

    Because a sprite or tiled background is not compressed on the GPU. So a single 4K texture would take up like 90MB....

    im sorry but that again isn't it disk space not gpu space... the gpu memory used will actually be less after load, no?

    sure you will have a loading bar that loads 5x 90mb of files and you wait 5 seconds or 10 depending on device, but then at runtime the gpu usage will not redownload the 90mb again, will use the existing data and actually less memory than the shader usage.

  • quick question, why are you trying to use DXT instead of just using a background image?

    DXT is usually used for clouds/patterns stuff that you repeat as in webgl/opengl to create little things that look "big" they are not meant to replace the usage of jpeg,pngs textures.

    while unity can compress the hell out of them, you can use png compression on your exported spritesheet once exported like tinypng etc... just make sure the size of the spritesheet doesn't change, you can bring down a 5mb to 100kb or less if done right.

    also from what it sounds, loading the gpu memory by 200kb always doesn't seem a good approach, as images rendered in construct they render once, and then they just sit there they never get checked again by the gpu, unless you move them, that making it actually saving more memory than using, the only difference is with a preloaded texture image, you will have a loading wait for the 1st time on the start of game, other than that everything should be fast enough to be handled on a 2013 phone. anything older than that as a device (memory wise as an example take a A3 samsung galaxy 2013, if it runs on one of those will run on anything) is not worth optimizing for.

    also so you can see what happens when you draw complex images in shaders take a look at shadertoy, my gpu cracks down every 2 demos i click (cause the gpu memory gets hogged down, and never clears unless im hard refreshing the cache there is tons of issues with that approach, since every pixel is drawn over and over again by your gpu shaders instead of just render in screen and check position/color change)... cause they are not meant to be used like that unless you run a workstation for that purpose.

    having a 18mb 4k resolution background image sure is cool if you run it on a 4k monitor and im not talking about the 1920x1080 monitors that claim to be 4k... but an actual 4k monitor... that is 160cm wide or larger (also if you don't have a 4k gpu card, and a monitor/tv to be able to run 4k the detailing is pointless to have), if you do your game for majority of players a 1080p texture should be sharp enough to offer the quality and the detail needed. Mobile wise, you don't need textures greater than 480p.

    in short if you want to use DXT1 = bmp images or flat lossless jpg

    DXT3 accurate pixel drawing but no alpha good for patterns flat jpeg/bmp no transparency

    DXT5 inaccurate pixeling for clouds and stuff that are blurry in background and don't require much sharpness = somehow a better compressed png.

    difference in compression is about 50-1200kb depending on the compression you use on the png textures, memory usage while rendering images it will be insane huge as DXT always redraws the pixels, think of it as GPU idle usage around 10-20% still images and above if you move them (depending on device % - mobiles probably unplayable ).

    and sure DXT is mostly used in 3d games, but if you are trying to do a 3d game in C3/C2 is probably not the best tool for that, you can do it, but you will probably have to import everything from a external source and just export with C3 but that will make C3 just a wrapper to export your game and not the engine you made the game in.

    sorry if i sound a douche lol... i just don't get the convoluted way of doing a simple replica of the game you mentioned. it looks 2d to me, no need for 3d stuff, but just the illusion of 3d, the player won't care that much if your gameplay is great.

  • I would like to get the snapshot and insert it in Google sheet when pressing Submit but I always got error.

    I tried to find that error on Google but hopeless.

    Appreciate with all your help.

    what is the error you get?

    tutorial has some comments from other users

    such as

    EDIT: False alarm, it works! If non-english language is set in your Google Sheets, then you should rename your sheet to "Sheet1"

    not sure if is the case... here .... he seems to have a surtain error while others another one,try replacing line 73

     var fileUrl = "https://drive.google.com/uc?export=view&id="+fileId;
    

    to this

     var fileUrl = "https://drive.google.com/file/d/"+fileId+"/preview";
    

    or to this

     var fileUrl = "https://drive.google.com/file/d/"+fileId+"/view";
    

    not sure if will help but ehm... if im not mistaken

    https://drive.google.com/uc?export=view&id=
    

    have been deprecated by google and replaced with preview

    however it might be some privileges you are missing from the tutorial.

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  • it's probably this issue, dev.to/snowleo208/how-to-fix-popups-scrolling-on-safari-3og6

    is a bug probably the content you hover scrolls the entire content up... it will probably be fixed in the new update of C3 if you submit this as a bug.

    till then try see if this happens if you are using chrome, mozzila or any other prefered browser, outside safari on your macbook.

    P.S i don't have a IOS device so i can't confirm, but is just some hover issue not a big deal, it will be fixed if reported properly.

    If you didn't had this issue before on a older version of C3 you can use //editor.construct.net/r153/ and replace r153 to the version that you didn't had problems with, just pay attention to any changes between older and new version, you might have new features you are using that are probably not available.

    here is the list of the versions

    construct.net/en/make-games/releases

  • you have to rename the file to c3 addon yes, but also the xml files of the plugins they need to change to C3 format or json format. however even if you do that, while the plugins will load in C3 they will only run in C2 runtime meaning most of the C3 features would be unavailable.

    in order to have it fully compatible, you either convert all the plugins to work with c3runtime(basically redoing the plugin from scratch cause the SDK is different), or replace them with C3 alternatives, or events coding.

  • Seller should bundle a license agreement in the package that allows his project to be used in commercial or free non-profit projects.

    Scirra licenses that are issued on the store are covering non-profit learn only usage as a third-party (meaning you can't use it to resell the assets or make money with the game but only learn from the templates there atleast for the construct game+source examples), however that license between buyer and scirra doesn't cover the seller agreement to client who created and put the items in the store.

    All other cases you have to contact the seller personally and ask him what is his stand on the usage of his assets.

    This is a old problem, but is easy to solve, by simply contacting the seller.

    Atleast that was the case for a few years, not sure if the store licensing has changed.

  • looks ok .... stop loop tough stops the loop condition for which the action "stop loop" is set upon.

    else will fire no matter if you have stop loop in that method(because is still a Else valid argument, anything that isn't above being it null, error, NaN, infinity, even halted status of loop, or not the values above etc will fire Else). what you can try is.... add another blank subevent under else ... not as a child of else but like a 3rd condition on spacebar pressed ... then move the stop loop there. see if that works... but then stop loop would not have a loop to work with ... ehm ... maybe Else is not best use here ... you could try pinpoint when exactly you want the error to fire... for example

    if space was pressed

    u got a variable that its value is set to a random between of 5 and 25.

    condition 1 loop is true if matches the variable above... play this audio ... right?

    condition 2 (should replace else ) and pinpoint what would be the desired condition here, like if loopindex("testloop") total loops equal to zero matches to textcheck then trigger error.

    you can do that by saving your loop into an array and record the match, if it matches 2 3 times then you can play the audio based on array entries and if it doesn't matches the array then trigger error. is a bit convoluted for something simple like this. not sure what is the purpose of your test, like what is it meant for .. probably there is a simpler or better way of doing it and avoid the loop/else problem entirely.

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GeorgeZaharia

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