Ruskul's Forum Posts

  • I have also been looking into this as of late. I actually feel the primary weakness of construct 2 is the fact that it is javascript/html5 only, which is a weak language (as far as games go) and was never meant to run games. The fact that it does run games, is something to brag about.

    I think c2 (as much as I complain on the forums) is the best 2d game development bar none. Its fast, flexible, and intuitive... It gets harder to work with bigger projects but that can be fixed.; what can't be fixed though is a javascript game... oh it's fine and dandy for every flappy bird bird game that will ever be made... but idk.

    I just get gut sick when I watch the game janking and have no power to stop it. And then I find myself in unity, wishes construct didn't output javascript. The real question is can you live with the limitations jscript sets. If so, nothing to worry about.

    ... but will it ever beat c++?

  • heliogame the use of 2 tilemaps is a good idea and is common practice. Really, anytime you have tilemaps and need some to be solid and others not, this is fine.

  • QuaziGNRLnose - I am referring to behaviors under the attributes section in the behavior adder.

    Have you read how solid, or jumpthrough, or shadowcaster, are handled in the system js files? (preview.js) Because you can only use push out of solid (instead of push out object with <attribute> there is a lot you can't do. So much of the core of c2 can't be accessed, instead of simply adding things you have to start adding stuff that already exists.

    Push out of some object is basically the same thing as push out of solid. Except the later ties your hands.

  • heliogame - it looks like you got it working in the example, which is cool. Now make a level at the size you want and see if it works. You'll probably wan't to line up the boxes using snap to grid though.

  • heliogame - they do say optimizing too early is the worst sin you can commit in programing. I didn't think this would be that hard on first thought. R0J0hound provided good examples and can be learned from. It might not be a bad idea to just make the game with sprites and see how it works. C2 can handle thousands of sprites, but if you are making for mobile then that might not work.

  • mudmask I was hoping for a more elegant solution. I had originally tried to project the bullet along its current path and see what tile it was overlapping ((b.x + xprojection) / tilesize)... but this doesn't work at shallow angles.

    Your proposed method is almost like classic nes collision case scenarios. You look at the tile you are in and then look at the tiles surrounding the bullet. then bases on movement and penetration you figure out what the bullet has hit.

    This can be done, but it will basically involve rolling your own collision code. Worse yet, this doesn't account for non-square tiles. If you wanted slopes that would further involve more cases to test and resolve. If I had to do that, I might as well not be using construct... lol (if the goal is to save time, right)

  • newt I love your posts on the forum, always so short and to the point. makes me laugh

  • > enable/disable collisions of solids by Pick

    > What i mean is that you can set- that specific sprite instances (enemy AI or players) ignore collision with specific solid objects

    >

    I second this! A white/blacklist would be so helpful. I have a platformer project that could really use this feature.

    +1

  • Honestly, I love c2, but I think architecture could be greatly improved upon. I want to see better scalability, plugins from event sheets, a real option for those who like scripting, modding of core files, and the like.

    I know c2 is made by a small team, and so my comparison to unity is never fair. But it is worth pointing out all the things that make one environment great and another okay.

    I sure would like to see export that isn't html5 and jscript...

    Mostly I want all this because I like c2, but I can only use it to make small games/prototypes. There is too many issues with jank (I know these aren't all c2's fault) but jscript kinda sucks for games.

    I'm in nomatter what, but here's hoping for c3 (and not 3d c2, but a better construct for 2d game dev)

  • Even if dt is used properly in all aspects?

    I once thought I was doing everything right but my game would still act different on 40fps compared to 60fps. It turned out, here and there there was somethings that should have been scripted different.

    I wish fps wasn't tied to monitor hz

  • Without digging into this, my hunch is that you wouldn't be able to do what you are saying. I don't know much about either of those plugins, but they each serve a specific purpose. I think it would be like trying to control physics behavior from the platformer behavior. If you wrote something from the ground up, it could be done if the platforms support it, but honestly, you probably need to open the plugins in a jscript editor and have a look. 9/10ths of the work would be to understand what is being done and how, and then to see if it could be supported as one plugin.

    -1 to me for a very vague answer... lol

    TLDR: you need to know jscript in and out to do this and know the platforms.

  • Hello everyone,

    I am curious, is there a good way to pick a tile in a tilemap from an on collision event?

    If you have a bullet and it hits a tile in the tile map, how do you calculate that? On collision event just returns the tilemap but not the x,y coordinate of the tile. As it turns out, usually an object colliding with a tile is not in the same tile space as the tile it is hitting (ie floor(sprite.x/tileSize != colliding tile.x)

    Does this make any sense?

    This is part of a discussion here:

    The question is very easy, but the answer is hard.

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  • Tile map would be better to use... though that brings up an really big problem. How do you know what tile in a tilemap has colided with the bullet. I think you have to run some complex case scenarios with basic trig involved. If you can get it working without the tilemap first, you would be in a good spot to tackle it using the tilemap. I just spent the last 15 minutes trying to use the tile map and there is no quick and easy solution unless I am missing something.

    I asked a question here that if answered will solve the problem:

  • Somebody - shoot, I didn't think about the performance on browser sort of thing... ya, the whole make this pixel this color at this point thing might wreck performance....

    spongehammer - That is what I want most of all... I just realized making a shader could probably work. you could use certain colors in the sprite to denote index, and then swap those colors out with a selected palette. probably not great to use this effect on everything but I might look into that!

    retro pallete webgl shader.

  • R0j0hound I was afraid that would be the case.

    Checked common_prelude and yes, thank you very much! I don't know how I missed that. There is some very nice goodies in there!

    I just read through the polygon overlapping functions... I was hoping for something that would enable me to find surface normals and point of collisions... but is doesn't seem to need to calculate those things.

    Thanks!