GeorgeZaharia's Forum Posts

  • lol, that slow jitter down hill.. i can't replicate the 2nd bug u shown, but i replaced the objects i was thinking it was cause of the tiledbackground type object, so i replaced them with sprites, i got the same result as shown 1st time by you, also i tested on 138-2 so the bug persisted further to other versions also.

    additionally i tweaked the gravity to be a bit more stronger, and see if maybe is cause of the low gravity u had there... but it is not... the platform to platform ghost stepping is still happening.

    was actually looking at where would we report a bug, i would file this report on github page supported by scirra here submit c3 bug

    also read this before posting there more information about links regarding C3 bugs etc

  • We have no plans to open source the C2 engine.

    Ah awesome :D i got scared a bit thanks for clarifying :D

  • that looks promising, but wait what happened with construct 2 is it really open source now, i been missing the blogs on that? can we get access to the core engine as we could ask for the construct classic version?

    or is it like"community modular expanding open source"?

  • just checked your file, seems isn't a feature from what i seen in the file c3p, is more of delay in logic vs what is displayed, something is asynchronous you could say is lazy jerking. id wait for one of the scirra developers to look at it and explain it in more detail or guide you to the process of filling a bug.

    but i'd say is a bug. or is just how the calculation of things happen it might need a tweak ... or two... tested on chrome and c2 c3 runtime same result.

  • you can redownload once more the file, i commented in detail each event and condition+action

    localstorage + levelmenu v3

    have fun.

  • redownload the file localstorage+levelselect

    i had a event error on the selecting menu.

    you should also look at the official localstorage example for hiscores

    hiscore localstorage

    just my example is made for levels.

  • yea your file is not doing well.... lol (localsaving mentioning .... ) is just setting a variable but on the start of loading screen after that it just goes from level to level ... and increments the openingvariable but u need to also save it... on the same level change.

    take a look at my example that i sent, and try make sense of it, i tried to comment it and keep it as simple as possible.

    also on levels, when u increment the openinglevel ,set item openinglevel in the localstorage, before u go to the next layout.

    you need to follow, the order of reading, from top to bottom, if you reset before u save, there might be a save done.

    don't worry it's nice to see new people joining the community though, we all been there learning.

  • Hi there, i been playing for the last 7 days trying to figure out what is the problem with my pool game, why is it so ice like slippery in here.... did someone else experience this?

    the problem can be seen at the rack break when u shoot the pile of the balls first after that there are quirks here and there but overall collision/deflection fail is always present, the balls kinda tend to be attracted to walls even though walls have elasticity set as any normal pool table edge ... is rubery ... but the balls aren't, so in construct physics is missing one key component that is elastic collision ... don't confuse it with elasticity of the object is different, the elastic collision is the force at which the ball reflect upon on impact, where elasticity is the how "fluffy it is" or a secondary state of density which while has some effects on rubbery balls for solid like 8 pool balls makes no sense on having high elasticity mixed with the elastic collision. the balls in construct demo is using the physics circle as collision i can share capx if needed.

    this one is the Construct project where im trying to replicate the pool physics

    Construct html5 pool reconstruction - debugging

    and this is what i want to achieve as pool physics for pool reaction time on impact in construct

    CodeCamp html5 Pool

    notice the difference? or am i the only person seeing it? i feel im going insane trying to "fix" something that isn't even present.

    Ashley or Nepeo sorry for bothering lads, but i snoop a bit in the plugin for Physics of C2, i can't seem to find the kinetic push is using for movement after collision. there is definitely some collision reflection even if i turn all elasticity down and lineardumping to 0, is just it seems to have been corrected to be like a very small fraction if to many objects collide... anyway to fix this issue im having?

    and i followed the collision math in the plugin vs the collision math on the tutorial and they match almost the same minus the extra functions trough which C2physics is working.

    i know this is posted in C3 i tested the same project in C3 running using C3 physics and is still the same result... i looked at the c2 physics cause i don't know where the c3 physics plugin is located we just don't have that type of access anymore... i guess...

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  • Edited:

    here is a file example to make u better understand what i mean, u have done 90% of the work though :D

    localstorage+level selection menu

    at the start of game event on my example, i have a erase storage... u can remove that line action was there for my own saving locals to erase to check some event errors i was getting.

  • cjbruce Agree there, it's a matter of design acceptance between the implemented 3d script and Construct, if you want to make it technical so you as the developer / porter of the plugin to only understand it and a few others that are programmers, or is it for everyone that never has come near the word "array" or "mesh". (and that is where Q3D shined over Babylon from my opinion also, however i did found that the Babylon js was way way faster than the Q3D mainly cause of the separated way of doing things and not using the C2 array/picking)

    Also i remember some questions Quazi had about the c2runtime but i can't recall what that had to do back when he was developing the plugins and behaviors, was probably figuring out compatibility, but C3 runtime might be a different possible easier match.

    Edit: cjbruce is the game using any 3d assets? or features that C3 doesn't have?

    macube that is nice can't wait to see ur achievement, would love to see your events structure though more than the three.js suzanne model spinning or eating a banana lol

    cause in theory, you can load the three.js file in any Construct project and use the browser object to build up/execute the js functions, but then that wouldn't make it construct dependent anymore, but js dependent ... and using Construct to only port to different devices.

  • that is because u have to save the item first in localsaving plugin, and to do that u have to go to a game layout and trigger the save level item value to localsaving, once that is done, you can then move to the main screen and trigger the event that you show in your screenshot.

    it looks good the way you set it up. is just it doesn't work, cause ur item doesn't exist in localstorage yet, so your item.get returns NaN and sets value of level to NaN. i presume also the buttons don't play anything not even the level 1?

  • there is no built in system like that everything u see in games published by construct function of game wise is made by construct users, what construct offers is visual scripting ...

    which means it does code work for u and u just use simple math logic and puzzling of behaviors and objects to make stuff..

    so for a level system you need to create a Global Variable... that will never reset that means when u change the layout player dies or whatever happens u never use the system expression "reset global variables" that will revert it back to initial state u have when u export the game.

    so in order to make the level system u have to say in your pseudo code something like this

    is Global Variable "level" = 1

    Left clicked on sprite level 1 = go to layout "level 1"

    for level 2 3 4 5 ...20 u do the same for the menu selection.

    then u need to use the same "level" global variable during the layout, and check if player finished the round lets say he found the key to the next level.

    then in ur code u need to do something like

    player collision with key

    add to "level" 1

    go to layout "menu selection"

    (il add some saving information here also for in case stuff closes suddenly involves local saving)

    now on menu selection

    when it starts u always make the items in menu selection check for level = ???

    if the level value matches their supposed id or level to go to ... then we make their frames change to color gold or next frame after gray frame, if its not equal to item menu selection id u don't have to code nothing just keep the gray frame on frame zero

    now for local saving .. when player hits key or on every 2 3 seconds, u just save the global variable using localsaving plugin i forgot how is called, as "level" and the global variable value that is by inputting as value the name of the global variable so your localsaving event needs to look something like this

    every 3 seconds localsaving save item "level" with value GlobalVariableName - u change that

    so in case a device failure happens he won't lose much progress.

    to load that data.

    on the main menu or logo progress whatever comes before the level selection, u go as follows

    on start of layout localsaving plugin Load item with name "level"

    Condition : if global variable not equal or less than localsaving.lastdata Action set global variable to localsaving.lastdata

    and kinda that is it, for more info on this i think tutorial section has a menu with local storage like i just explained somewhere if its not on the construct.net try scirra.com/tutorials is for C2 but it works for C3 also ( as long as there are no custom plugins used in the .capx files that are not officially supported)

    hope it answers your questions have fun :D

  • Hey GeorgeZaharia

    Thank you for your interest. I understand you wish to have a look.

    Please go to this link I have made available: https://www.dropbox.com/s/9upzsaiuaorva6p/Chomp%20%27N%27%20Cheeky%20Unsaved%20Maintenance%20Version.c3p?dl=0

    This is my current version after the fix I made. Please check it out.

    I have not read your entire post yet because I have to go out. I'll be back and have a proper look at what you're saying.

    Cool, thanks il upload my own version on a personal link, u can remove urs from public view, also, i just noticed this says Solved in title yet the last commentary you posted about being "solved", i sort of skipped it(my bad). il try simplify ur movement if u didn't already i guess and get back to you.

    took a quick glimpse at the movement, is a bit overworked but it does what u intended so it should be fine.

    but u could just added pathfinding behavior to the Clamp, and go with a logic somewhere like when he has line of sight on player find path to player and make it move towards player along the path every time%speed where speed = anywhere from 0.1 to n which would make him look like is doing tile movement pattern.

  • i would like to take a look at your isolated movement part of the code if possible.

    what my suggestion is if is not possible to be shared, is that you could try instead of using X or Y as prerequisite for line of sight and instead use movement direction +distance from where it should stop.

    for example if enemy is moving only in a foward type of patern or clockwise lets say in a square or round pattern, u can say that is "front_movement" if he moves any other direction then is not forward... with that logic in mind, adding additionally a distance to stop from objective point reached.

    so enemy is moving_forward

    and

    distance(enemy.x,enemy.y, player.x,player.y) less or equal with 32 pixels lets say don't know ur grid size but lets assume u have a 32 by 32 grid movement block that means he is on a block adjacent to another meaning he needs to stop at a 32 pixels distance from players XY.

    hope it makes sense to you and helps you achieve a new solution.

    if it doesn't i could demonstrate it to you on ur tilebased movement i guess.

    also the movement should be general for all enemys, not just 1 type of mob... with little tweaks for type of mobs of course but the core movement system should be the same for all enemy (ex distance+movement forward has to be basic rules, what is considered additional ruling based on class is up to you to decide being it speed movement, waiting time etc), otherwise you will cause long run development conflicts.

    Try refresh the page using shift+f5 or ctrl+f5 to force clear the website memory cache... i tend to edit a lot of times my posts.

    Edit ~5: the problem i see with using x enemy = player x or y is that the enemy if is a large patch of grid movements, then the enemy can be at 10-20 grid spaces distance but on same X or Y and that would might be true for the logic of the system, but it would look glitchy as hell, as won't be near the player at all.

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