GeorgeZaharia's Recent Forum Activity

  • try to change the trigger once to loop 2 or 3 times on how many times you need to spawn a hitbox when the animation is between those frames or is playing, then create object and set hitbox_nr to loopindex+1.

    also animation frame 0&1 = 01= 1 i think. so it will only trigger when frame = 1. the & in construct is like (this item bound with this item (not added as in math but as a condition like [this item and this item]).

    which is not what you are trying to say there i think, which is when is 0 or 1. for that you can compare variable if it's between values. lower bound being 0 upperbound being 1.

  • I played a game on facebook.. an instant game called Ludo Club... and this is what i observed...

    1) It loads instantly at first but then full game loads for a few seconds... (now how do i manage doing that with C3 events?)

    2) then it was a multiplayer game so it connects me to online players (should i simply use multiplayer object connecting to scirra sever or do something else?)

    3 PS - i need to know do i absolutely need to spend on apple store license to do instant games? (i read it somewhere that i need to)

    1) to answer the instant loading, that is relative to the Construct splash screen, or the loading bar that appears before the game starts, so you might want to leave loading bar and progress shown as splash screen so you get the initial assets loaded by default, like sounds/images etc(also make sure you don't load everything there but in the custom loading screen).

    once that is done, you can make a custom loading screen by creating a new layout and load your assets there being it by calling them from urls from a server or from the /files/ folder in the project.

    2) the multiplayer part yes is related to the plugin you are using for construct, the usernames and login by facebook and fetching data from user profile you need a specific privilege that isn't given anymore i think by default to facebook developers so you might need to ask permission from facebook through the existing convoluted technical process (which is very well documented, but it's talking in SDK terms and that is where a lot of people get lost, me included).

    3) yes, all instantgames on facebook need a apple team id aka apple developer license, otherwise your app won't be reviewed (is the last step before being able to press submit to review).

    the review process once you complete all the little details on it step by step the last one is the apple license, once you have that you can submit to review, for app to be live on the facebook instantgames platform, the game meanwhile (review) if set to public is available to be played for everybody on facebook that has a link to it (desktop only usually).

    after your app gets approved you then can submit it for review on advertising, there was a forum post i did followed by a tutorial about setting it up for ads and review i think, but not sure how much will still match the current process, as it was made back 6-7 months when instant-games plugin was still new to the C3 stable version, but in proportion of 90% should still work, maybe some places where the features are in facebook interface are changed but they should server the same functionalities, with the similar names.

    as for helping setting it up, i could try make a tutorial updated but it will take me a while.

    Edited: meanwhile i found the forum topic part that i was talking about, i do remember i did a tutorial for it but i can't remember what was the name FB instant Games -Adverts

    If you manage to process the first bit you can test your app how it loads and all before submitting, so sending for review is not a must to test your app on FIG.

  • It can be made more precise by just calculating when two balls hit. I think the above moves the balls as normal and once any of them overlap all the balls are moved back a bit at a time till they are just not overlapping, and then doing the bounce calculation.

    I searched the forum so much for pool related keywords but for some reason that did not pop up. I got a elastic collision thread that helped a lot with the math of velocity after impact, and other pool stuff related where just bleah.

    Thank you R0J0hound il try it out, i have made so far, the balls bounce of walls, that was pretty easy, now i was actually stuck at individual collisions of instances of the same object type, this should help me, as it sounds it is very similar to the way i was trying to make my physics, i actually already have a on collision loop but i was stuck at angle/power(finding the normal and tangent and applying the proper recoil power) after collision, il definitely try both files shared in that forum area.

    Thank you once again.

    I think if this works good, il try make it into a plugin+behavior cause the pool physics im trying to do are not the same as with the default Construct physics no matter how much elasticity you give them they just don't go there by default and a few variable adjustments.

    Especially when a ball using the Construct physics touches a "wall" at small speed, instead of bouncing off it by a small energy factor it just slides along the wall... and that is a pain to fix ...

    Edited:

    I seen your capx with events made physics that is awesome, exactly what i was saying.

    I thought im going crazy for a while now.

    BadMario i did actually made my own raycast lol ... from events. I needed one for the guideline of the pool game, now i have all the pieces i need to make a pool game, and not a hockey sliding game lol. Il share a capx and demo once i finish (even though the link r0j0 sent is pretty straight forward).

    R0J0houndI tweaked a few variables added friction and impulses based on cue hits and it's amazing, now that feels like an actual pool physics. +Infinity Likes and Love man. Il study this in depth, this is amazing, didn't knew we can use the While loop like that.

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  • The fastest way is, to place the babylon (or three.js) canvas behind the construct canvas. It't not a good idea (performance), to copy the babylon canvas to the construct canvas.

    that is what Q3D has also, as options, render in front and behind for performance boost or in-canvas but at the cost of performance. however the in-canvas rendering if you mean the game to be targeting desktop machines, the performance isn't a problem, on my test with Q3D in-canvas there is a bit of performance hog, but nothing a modern desktop pc can't handle. i seen like a 5% increase in CPU/GPU for in-canvas. Mobile wise any of the options are not really recommended, as the three.js isn't that light weight at all is very heavy.

  • any way, I found it - you have to add "Platform Info" (in the "Other" section). Then you can check if "Is on mobile".

    oh big thanks, didn't knew was turned into a plugin awesome! :D

  • that was a system expression if im not mistaken, and i didn't even noticed is gone lol till you mentioned it.

    its still available in C2 runtime >> advance setting from project settings change runtime from C3runtime to C2runtime... and then it appears back in the system expressions.

    however since you change the runtime you will lose functionalities like bbcode for text objects and other features C3 objects might have.

    that as now i think is only for C2_Runtime maybe soon will be ported to C3_Runtime also.

  • Let's put it this way, i assume by now you know the pros and cons of C2.

    C3 has some of the cons of C2 solved.

    There are a few cons on C3 but none new from comparing it with C2 as far as i experienced.

    There is a built in android wrapping system and signing certificate. I don't know for the other platforms, NW.js mac/windows/linux platforms is similar to the C2 i think, and admob ads plugin.

    Performance wise, is a lot faster than C2, when comes to games / apps made and how they perform.

    However C3 is still in early days only version 138-2... there is a lot of improvement to be made and addons.

    About the language is written in or the js/html5 language that interprets it to wrap things i have no clue, but it worked so far on my end.

    So yea i'd recommend the upgrade.

    Edit: there are a bunch of other little features that C2 doesn't have like animation onion skin allows you to see the last frame you drawn so you can guide the next one if you want to make animations in the C3 animation editor, the text files, js files that you import in the project are can be edited and read in a C3 editor ... means no more editing the additional files with notepad then reimport it inside the project.

    And a lot more features that i wanted C2 to have way before C3 started like the new Z Elevation, Record Canvas, and many other cool little stuff.

    Now when it comes to plugins, the old C2 plugins some are compatible with C3 but only for the C3 >> C2_Runtime.

    The C2_Runtime is the same engine that powers C2. C3_runtime is the new version of the engine that runs way faster, so if you have a old C2 capx file you want to edit in C3 and like still use C3 as C2 but wanna wrap it with the android export u can do that.

    If you are using C2 plugins though, you might need to convert them with C2 to C3 plugin convertor before adding the projects inside C3... i didn't done that yet, i have both versions but i don't use custom plugins unless im making some 3d stuff where i use the C2 Q3D plugin(some custom webgl effect or some of r0j0s plugins). other than that i don't see the need of custom plugins for what im doing, so i never experienced a compatibility issue when i imported a C2 project in C3.

    There are other aspects that i might not experienced yet anyone can help out fill in.

    But i still back my recommendation, it's worth the upgrade.

    Plus if you own C2 then you'd be supporting C3 and better upgrades for the future.

  • I think your example is good enough, so I would not worry about it too much. Just polish it up and finish the game.

    All physics engines, although they help, have things missing. One of the most annoying things with box2D is if something moves too fast it will go through objects.

    Guess what happened the first time I used physics in Unity and threw a soccer ball a little faster. It went straight through the net and through ad boards behind the goal. If you ask a question about this, you will get an answer along the lines of: "you have to use raycasting, bla, bla, bla, code it yourself"

    Shouldn't that already be a part of the ^%$9ing physics engine, yeah it should, but look at the bright side, at least it allows you not to have to code all the other parts that actually do work.

    that speed glitch happens on objects that has is bullet not selected once u tick that u can blast them at really high speed. if u compare the rack smashing in the beginning of both games i linked, the seconds one spreads all balls in a nice little pattern as physics makes sense there from collisions that happen, in my version after first impact all balls move the same direction doesn't matter what is the elasticity weight speed etc. however i found a sort of a solution but its still not fixing it, but is a bit better. anyway ty for input, but i didn't wanted to make another sliding ice hokey game.

    i ended up making the pool game using Q3D in the end. the physics in Q3d react as they should it might be cause of the gravity on Z axis that pulls the balls down and give them extra elastic power and friction+inertia and takes ball spin in calculation also, anyway, i was trying to create a 3d roll i think with a 2d physics and that probably isn't gonna happen unless i tweak the plugin itself. which would be much easier to just make the physics i need by using Construct events.

  • if you mean the official capx files they are inside Construct by default check starter page in the editor and look at left menu for examples and guides. there should be a left side menu

    if you mean community tutorials made by users, those are only available on Construct 2 and the new ones for Construct 3 are having some capx files but not all of them, depending on each user how he writes the tutorial/shares files.

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  • If tried example and put elastic to maximus, the effect is correct for pool game. Is there something else you looking for?

    i made a lot of tweaks with the elasticity on my capx, and it requires elasticity very close to 1 which is capped at that by default from the physics plugin, but .... what i did different is i changed the density of the ball from being 1 or less than 1 to 50++ u can't do that in the example i shared but while they break in a similar pattern they bounce to much, and that is not what i was looking for the elasticy.

    the example shows the construct version when hitting with cueball the rack of balls pushing the entire rack with the same amount of speed, which in pool that doesn't happen since every ball hits the other ball bouncing back the opposite direction and so on until it stops, however i think im close to find my answer, is not the physics limitation ... is the way i was thinking the powers to be used are capped based on the description they had between 1 and 0 between 0 and 1 and so on... i was thinkin 1 is max... but it turns out for friction and other elements is not... so now is time for fine tuning the right pattern for my balls diameter/collision masks i also seen a very huge difference in buoyancy from circle mask from physics and my own hand made collision mask, which strangely enough is acting much better than the smoother surface, probably cause having corners helps with the ricochet at random angles.

    this is i guess solved, as i said was probably limiting the math/physics of object size and how much weight they should have with the actual elasticity ....

    so the solution is u can go 1 elasticity but make sure u do density double your balls diameter 2 x diameter * pi friction, 1/pi*2 linear damping and angular damping linear damping and angular damping equal to linear damping always since we don't have a Z rotation of the ball. and walls need match balls -90% elasticity drawn back

    my bad, sorry for exaggerating Nepeo thanks once more for taking your time with me ...

  • I'm going to be honest here GeorgeZaharia I know relatively little about Physics engines, they are pretty complex and I've never had to do anything complicated with one. We're embedding a port of Box2D here so my best guess is that your just looking at the properties that Box2D exposes. Ashley will know more, as he wrote the wrapper code for the behaviour, but his answer is probably the same.

    I imagine the reason why you can't see the module in the construct 3 version is that we've swapped from using a JS based port to one done in WASM which is a binary bytecode format. Chrome should still show you a human readable format for the module, but you won't be able to breakpoint it and it will appear as a relatively complex language.

    I understand now ok makes sense, thanks for taking your time on this issue i was having.

    Maybe this is one of those things to consider in future then for expanding the physics plugin or polish it a bit more, i'll forward it to the ideas/requests sections.

    The bullet behavior has the reflect from object pretty good (as angle reflecting not the power at which it reflects cause it should be equal to half of the initial contact +- spin force but who cares as long as angle is good for reflection) on this issue ... i wonder if maybe that is a possible hint to what might be that physics is missing or is dimmed down cause of gravity set to 0.

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GeorgeZaharia

Member since 30 Jun, 2014

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