DozeMaster's Forum Posts

  • can you show us what exactly you want to achieve?

    P.S are you trying to achieve the old mario mushroom growth? cause you could do the resizing on original point unpin and then move as you said its not possible, but keeping in mind original old mario was pausing the gamespeed while he was growing or shrinking, and you couldn't control it while the effect was happening.

  • This time i'm not was talking about clone objects in realtime and control them, i guess you refer to gamecorpstudio. I'm talking about duplicate objects in the C2 layout to create my level from scratch and after that in events set actions that affects to all the duplicates, that can be items like coins, diamonds,etc... without use MeshArrays, loopindex, duplicate events and all that.

    As you can see in the video i have in the C2 layout a level designed with duplicated items to pick. This trick only works for NewMesh.Objects not for cloned in realtime or scenes from 3D editors, as i said i prefer do all in C2 also i guess will works for Obj-Js.mesh or i hope.

    i was talking about duplicates also. maybe i talked weird.

    (but live duplicates in B3D is made with mesh.array thats what i was trying to say. i can work with it no problem, its still low resource consumption, just its better to have individual duplicates in stead of clones. (they sound the same, they are not entirely))

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  • i meant as a christmas gift for all of us i would say its now a really good tank example 1+

    i heard you

    here it is tank example v.3 Play V0.4

    Merry Christmas to all!

  • yes your last example handle it better. is it possible to add the acceleration on the middle mouse button, so you can handle the whole shooting and driving with the mouse.

    yea i can

  • I like the way you handle the audio. it seems you can adjust the pitch/playback rate for the engine sound on slow to normal with only the movement of the tank. it seems that it needs buffering on this because you make it scan it on Every tick?!

    yea you could add a every 0.1 if you want i just quickly wrapped things up.

    not sure what you mean by buffering?

    capx updated

  • well it shouldn't matter, here is latest version with some muzzle flashes and i commented each code line so you understand what they do, also pay attention to flash animation and tank animation.

    i bet your teacher wont mind if you use extra stuff and make it more flashy

  • Mord

    updated capx i added 2 mini-guns left click shoots big gun right click pressed shoots the mini-guns. happy Mayham

    when i said shells, i meant empty shells(the ones that are left over from a handgun after you shoot someone and the coroner comes to your house cause they found a bullet shell that you purchased from store ....lol ... to much info), not the filled rocket type of shells. however that part is covered in my capx, the bullets spawn and move on cannon or turret position to their own angle. so im guessing it should fix your issues with shells also.

  • Mord see if this tank example works

    what do you mean by shells? tank dont leave behind Shells. they shoot big bullets sometimes rockets. but they never leave behind bullet shells.

    unless they use some sort of minigun.

  • try this bro

    its a bit outdated but should work.

    P.S look at the RTS example construct2 comes with has tank like objects inside with rotating turret, that you control.

  • I made this a long time ago, but then I forgot about it. It might not work right on slower machines..or any machines.. who knows..

    I recommend pressing F11 and turning off the lights.

    http://kaleidescopic.bitballoon.com/

    it works, but its heavy as ... Godzilla... are you using sprites? why is the double gpu treading on? im getting 50-70% gpu/cpu resources ... not ok... u need to optimize that, it looked good though, even with high resources usage, still moves ok for me, so i seen whats going on:D

  • Looks like lots of people are having the same problem, there's multiple bug reports. (this was posted first)

    yes, i seen it after i posted mine, weird bug though, however in R239 the bug is not present. everything works fine in there. so i downgraded personally, however R239, has i think a distortion audio effect, for mobile devices when are playing html5 hosted games via browsers... but that is another story.

    if you want yo get your project done just use R239 and ios black screen bug should be a history

  • edited: nevermind here is a capx

    And my question still stands how can can i spawn the trees to be furthur apart cause after restarting the game several times the tree get clumped up together like a dense forest which is what i dont want. but rather to be spread out but randomly placed.

    that is easy, there are different aproaches... either use arrays, either create ur own array by using sprites/or a placer on bg and turn it on off then tell the tree where it finds place = the bg slots are not frame1 or overlapping a tree.

    however you might want to look intro arrays, using sprites as arrays, will increase draw calls, even if they are not doing nothing, and cpu utilisation will basically explode if u got like over 3000 bg slots on a level map. which i guess ur going to do a large game... so yea.. Arrays.

    or nevermind what i said about arrays, and try this capx edit 2

  • i encountered something similar also, but i downgraded to r239 so is not i think related? or it is?

  • hi i have a problem of understanding this overlapping thing... i downgraded to r239 cause r240 was creating problems with the browser plugin on ios devices,

    but on r239 i found this https://drive.google.com/open?id=0B0lqV ... WRrcWtUMTA

    that is a capx with a simple ai pathfinding, there are 2 issues there that i cant understand and im pretty sure its either a bug, either im doing something wrong.

    first issue, pathfinding if u delete the condition (is frame=1) will start move around... however AI when is moving will overlap the walls, which are the gray ones, which are solids, which are 32 pixels by 32 and pathfinding cellsize is 32 with border -1 which means cellsize is 30 ... so they should find pretty much accurate spacing but then not go trough middle of blocks right? it turns out they dont care for obstacles being there most of times.

    second issue ... i added at bottom a overlapping condition, that turns all ground objects to orange color or frame 1 if they overlap walls... strangely more then 80% of them are not overlapping but they still change frame, somewhere there they find a collision happening... is this normal? or im to tired to understand the mistakes im making?

    Anyone encountered this type of issue?

    i found lately really weird stuff in C2 .. something going on ?

    Edited:

    ok so i played a bit further with the pathfinder, it turns out if you set the turn speed to 0 the little guy is not moving anymore... should that affect the movement? wouldn't that only affect its turn if you enable the angle rotation?

    Edited2: ok so i fixed the AI movement and overlapping, settings where at fault, as i said i was to tired to notice my mistakes... but one issue remains.

    even if sprites are not overlapping, they are changing frames see modified capx

    Edited3: ok so i fixed the overlapping problem also by reducing the collision box of the ground (green boxes) by 5 so basically their smaller with 2.5 pixels on each side that means their around 27x27 as collision box, so ofcourse no overlap will happen with the other walls.. since every square/sprite is a 32x32 positioned at equal distance, however still doesnt make sense why 2 sprites positioned at equal distance overlaps? even though they dont? is it because of the pathfinding behavior ?

    see fixed capx edit 3

  • You must attach a CAPX. It sounds like you are playing the sound every tick, but since you don't provide the code, this can't be confirmed.

    do i look like someone who wold play the sounds everytick? - sry for being weird. edited: i meant that by now i learned to not double trigger a sound.

    the sounds are triggered when either monster collides with a villager or a arrow is created. music starts on menu and then its playing on a loop without any more calls.

    if u play the game on pc, you'l hear the sound is same as the original game, if you play on mobile there is the highpitching happening, the bug is not happening because of a condition i use. but is different based on the device it runs on. i cant provide a capx, for obvious reasons, but you are free to follow the steps for reproduction, with any sounds imported in C2 from a .wav format.