GeorgeZaharia's Forum Posts

  • Has anybody ported a box2d car physic to cs2 or cs3? Or is there a example file? Thx :)

    http://www.iforce2d.net/b2dtut/top-down-car

    i remember something about AI and cars and tracks, but not physics however physics in C2/C3 for top down view is explained in the car movement example C2/C3 has. from there is a matter of adding some extra force/torque to "interfere" with default physics, and make it feel more "real".

  • condition

    compare two variables,

    distance(zombie.x,zombie.y,player.x,player.y) >= 70

    sub event 1 condition

    if zombie.x < player.x

    action1 zombie set not mirrored

    action2 zombie set x to self.x+5

    sub event 2 condition

    if zombie.x > player.x

    action 1 zombie set mirrored

    action 2 zombie set x to self.x-5

    that's it.

    if you want to limit where the zombie stops,

    you just compare the

    if zombie.x > player.x + zombie.width*2

    respectively

    if zombie.x < player.x - zombie.width*2

    the 2nd option would make the zombie stop at a distance from player of around zombie.width*2 or if your zombie width is 35 pixels then it will stop at 70 pixels distance from the player.x which is given by the player origin point so if your player has the origin point in middle then it will calculate from that, if your player origin point is to left or right you will face a bit of problems visually, cause logically its still 70pixels distance.

  • Thanks , I'll check that out! :)

    no problem, however the swiping movement for mobile i find it a bit glitchy for tetris type of game, that's why i found the EA tetris blitz version taken that level of wrong input into a simplistic way of doing things, which is predicting each movement or find a place where the pieces can fit and just tap on it. for the regular user on mobile is much more convenient, on pc/keyboard/gamepads/joystics we don't have that issue we can quickly tap the keys and arrange the pieces, but mobile wise we don't have a keyboard to interact with it(unless you get a joystick type of controller for mobiles), from my experience swiping is just not cut for this game.

    but have fun on trying to implement it, i know i had! ^_^

    edited: you might not need to do the swipe, but basically if user keeps the touch on left side of screen u move blocks to left and if they keep pressed on right side of screen the blocks move to right, the collision stop should work the same as the tutorial as they will cancel out your input when they hit the margin blocks. or you can use the touch input on start and some variables to keep track of distance, speed, direction etc. but there are to many things in my opinion.

    swiping itself is a bit of a weird input honestly, and you can "fake it" by using some hidden sprite that u can drag and stuff but its just overcomplicating things for something that shouldn't be that hard to begin with.

    also have you figured out yet, what input would u use to rotate the blocks? ^_^ ..... (are you going with tap?) ....

  • Now to the problem: I can't make the blocks collide to the laterals of the game area (I've created 2 very tall retangles for the collisions, one to the left and other to the right). I got all sorts of problems. I simply couldn't make the blocks stay inside the playable area. I've tried on collision, is overlapping, nothing worked.

    Any tips on how to get this collision working? Or maybe to simplify all this mess with the movements?

    Thankssssss!

    for the best tetris example/collision i found this a long time ago on the C2 section, it should work on C3 i have a clone of my own based on the mechanics of it, with more advanced features including swiping and holding pieces like tetris blitz. however i postponed it cause i wanted to do the tap choice lane type of thing, but the movement for swiping should be working just fine as you would replace the keyboard input with swipe input or distance from initial touch to the current touch. everything else should be the same.

    i can't share my clone but you can look at the mechanics of the original tutorial and you can figure it out. is pretty easy.

    tetris c2 clone

  • Sorry to jump in on this but I feel like you could've avoided using multiple turret behaviours on one object, which is confusing. You can instead use the turret behaviour, and based on an instance variable on the spaceship, determine the rate of fire and whether its firing a minigun projectile or a missile projectile.

    that's what i did in my example but he has multiple guns that shoot at different rates, and at 120 ships with 2 guns or 5 guns each that is gonna make it hard to keep track of and a big database of firerates and ranges etc.i mean you would have a big spreadsheet of ranges and firerates no matter what, is more of how much you can simplify the management and tracking of all the data, as a beginner the bellow example should work fine, there are more advanced ways of doing this without even using the variables and behaviors, but that would require some xml knowledge, and coding the movement/shooting behavior by events.

    examplev3-2guns #case nr 2 - guns as separated objects.

  • Now I get what you meant. It's a nice approach, indeed.

    But in your demo, only one weapon can be used at a time. In my case, however, I want the spaceship that has Minigun and Missiles to both be used at the same time, with their respective fire rates. So that Minigun fires at 0.25 and Missile fires at 2.

    Using only one turret behavior is not possible at the time, I'm afraid. Unless I set some variable on shoot, and see if it's the 8th time it has been fired. This works, but when you get to 5 different weapon types with differing fire rates (which is my case), this get out of hand pretty quickly.

    well not with 1 turret, but, if you have a spaceship and the guns are different sprites attached to the spaceship then you could use multiple turrets.

    for example spacecraft image with no guns , then u put minigun image attach it to it, and rocket launcher attach it to it, then each of those guns will be able to have different turret systems and firerates. but having multiple guns as a variable it's a bit tricky and overcomplicates things.

  • i think i understood now, i made you an example hope it helps xD im using 1 way of shooting though. but you can use more variables to trigger what type of weapon you are using range/firerate etc. just look at this example and you will understand what i think can be done :D

    Edited: i updated my capx, so you don't have to duplicate the actions as i did earlier.

    Edited2 : examplev2-2guns

  • ah ... edited: i misunderstood, you have 120 spaceship using the same turret to shoot... my bad, i was thinking your doing some tower defense type of thing. in this case distance is the way i would do it.

    for different firerates, you can use the family turret behavior for rotating and target.

    but the family turret behavior also is usable for each ship as a sprite object.

    not sure how you spawn your bullets/rockets. but as far as i remember the fire-rate of shooting using a turret it can be set manually or based on a variable, variable that can be different for each ship.

  • Now the problem I'm facing is that if I have two different Turrets enabled on the same ship, with different Fire Rates, all of them are going to shoot using the first enabled turret's fire rate in the behavior list.

    How can I work around this? Or is there a way to do it without turrets?

    the more tedious and simplest way for you i think right now is to separate the turrets from the turret family and have individual targets and turrets with their own turret behavior. (the spacecraft don't need to be taken out of the family, but you would need for the turret to get as target the spacecraft name, and not the family of which the spacecraft is part of.) but you need to separate the turrets not having them in the same family.

    also would require your spacecrafts to be different sprite objects, and not different animations on the same sprite.

    this should fix your problem while still keeping the behaviors and family's to some extent.

    the other way around turret behavior is using distance(x1,y1,x2,y2) and compare for each spacecraft set angle towards it etc manually code the turret behavior with events basically.

    however im not sure why you want the turrets to have different targets... as the games i played so far, they all shoot when have enemies in proximity. unless you wan't to have a turret for long range and one for close encounter. i would use distance for that.

    ah ... edited: i misunderstood, you have 120 spaceship using the same turret to shoot... my bad, i was thinking your doing some tower defense type of thing. in this case distance is your friend.

  • the plugins from C2 to C3 are not going to be shown, because the C3 engine/runtime doesn't have the same plugin expressions and syntaxes, therefore plugins that are exchanged aren't compatible with both platforms, each plugin needs to be manually converted to C3 from C2. and there is a C2 to C3 plugin convertor but you need to understand how plugins are made in Construct then use the sdk to replace the old C2 syntaxes to new ones in C3. this is a old problem, but the answer to it, would be "manually converting it", cause even with the tools(like c2 to c3 plugin convertor) you would still have to manually code some bits and pieces.

  • From my experience, using events alone can sometimes cause problems. Should I use states or variables for each animation?

    id go with statements or variables/booleans or in C2 way when something happens, switch a variable to some value different than 0 then if that variable is not 0 play surtain animation. it works very smooth everytime and you don't have to worry about interconnecting to many commands and animation with each other as would make it very confusing later in development where you will have 1000 lines of code or 10,000 and you won't be able to find that animation trigger anymore.

    definitely some type of separated trigger/state is the way.

    Happy new year! its 2019 :O soon 2020 flying cars ^_^ atleast that's what 1960 people thought :)))

  • is their any way by which i can create no of dots to cover width and height of Sprite.

    For Example:

    there are a couple of ways on doing that, either making a bunch of image points on the edges of your sprite and then create dots from point 1 to point 2 and so on, or use canvas plugin to detect the color and pixel position but that would be to complicated and for mobile would eat a lot of performance, or use the bbox left right top etc.

    but since is a circle, and if it spins is still a circle, the dots won't make any animation no matter what cause there is no change in the shape is always going to look the same. the led system is meant for odd shapes like rectangles, triangles etc, circles aren't one of those, cause no matter the angle you put the circle at or position it will still look like a circle.

    id just make a sprite with dots on it and put a webgl color effect to change colors based on movement progression or some random factor.

  • I have completed the tutorial top down shooter game recently. This gives you free assets to use for your game. Now I want to build a simple game by myself. Is there any software (preferably free) that can easily make assets? Does the paid version of Construct 2 have an extra extension that lets you make assets?

    you can use the animation editor in Construct 2 to draw things but its a bit time consuming compared to other free options and more modern programs, but if you plan on doing original artwork that doesn't require more than 3-5 frames you can achieve that in C2 as well, however if you got 50$ to spare you can use your C2 license and get a 50% discount on the first year and get C3 (if the offer is still available more info about that is somewhere in C3 forum section), C3 has an onion skin for drawing (meaning you can see the before frame which helps on making the 2nd frame and 3rd and so on, and other features that C2 lacks.

    if you can't afford photoshop payment every month there is the affinity product that is similar to photoshop and is like C2 payment option where you buy ones you get it forever.

    affinity - 50$

    if you don't have the funds for it then a lot of designer are using

    GIMP

    or you can see what this dude showcases on his video

    cheap and free photoshop alternatives

    there are tons of softwares out there that are completely free, is a matter of picking one where you feel comfortable with the interface and its drawing/method/features. Some allow you to do transparent backgrounds some don't (like paint).

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  • are the instances of the objects the same sprite or familly?

    if so then u can fix it easy, if they are not in the same familly or part of the same sprite object, then is a bit harder.

    let me know what is the case so i can make u an example.

  • there are to many events in your game, can't wrap my head what goes where since there is no comments inside, but the logic should be

    if character is hit, subtract N from character.self_HP then set character healthbar to character.self_hp/character.maxhp *N.. as you did.

    in order to get the healthbar of that character u have to have a unique identifier can be a instance variable on the character and healthbar having same value, so if u spawn lets say a 10th character u give that variable value 10 and the healthbar instance variable would be 10 also. you can also use the newly created character system UID and save it in the newly created healthbar. but that might cause issues depending on how you use it.

    then u pick the healthbar that has instance variable identifier = to character instance variable identifier that gets hit.

    Edited: here is an example i made for you explaining the above multiple-enemies-healthbars.c3p