Savvy001's Forum Posts

  • Ok i'l contact them again.

    Thanks for the insight.

    Kind Regards.

  • JohnnySix

    On your first question the answer is no, i havent tried it in the browser yet because im building for iphone.

    So i dont need to test in the browser anymore.

    On your second question the answer is also no.

    I have tried to set the volume directly in the "playsound" action with and without a tag.

    It plays the sound correctly at the minus volume, but all other sounds also drop in volume with it.

    And that is with or without their own tags.

    It appears that atleast on CocoonJs all sounds are now volume linked.

    So they need to become individual again.

    Normaly thats what the "tag" is for.

    Ps: Yes the new volume option is a gift the scirra team has brought us.

    It just needs a tiny bit of finetuning to make it realy perfect.

    Kind regards.

    Savvy001

  • Hi

    I use the new volume settings integrated in the latest beta build.

    When i set:

    play sound (MenuClick)

    Volume -20

    Tag "MenuClick"

    The sound MenuClick plays at the correct -20 volume.

    However, all the other sounds with or without tags also drop to -20

    Can u make this an individual volume instead of global?

    Im guessing it is supposed to be that, but it doesnt work that way.

    Im testing in CocoonJs so i dont know what the browsers do..

    Ps:

    The volume peaks are gone now sow the new method worked perfectly.

    Thanx for that!

    Kind Regards.

    Savvy001

  • Thats correct!

    In my humble insight i would say that "both" yours and my suggestions would be great implementations.

    Your solution is perfect for when a sprite has less then 15 events in its Ai.

    My solution is perfect for the really big event builds where we have up to 100 events per sprite.

    Having both these options would be super awesome because they work together to create a superfast build experience.

    I used Clickteams software to learn years ago.

    So i am siked about Construct2 utilizing so many similarities.

    It are these suggestions that would have a great impact, in these early days of Construct2 users.

    Kind Regards.

    Savvy001

  • Tokinsom

    Thats very close.

    However, what u are kindly submitting would "eventwise" build a 2 headed creature (if u understand what i mean by that).

    I use different Characters because both have different looks and are controlled by different players.

    Thats why i need them, not being the same object.

    If i however would build a Ai for 1 type of enemy like a Horde, then i would use your technique.

    newt

    The perfect use of groups is organisation.

    As in.

    Group = Characters

    Subgroup = Soldier 1

    Subgroup = Soldier 2

    In my current game i allready have a big character list.

    As seen in the link below.

    Those groups have subgroups for shooting, life, etc etc.

    http://www.vrijetoekomst.nl/NapalmRush/Characterlist.jpg

    The Groups is where the Ai is at.

    So in my simple logic it is also the source where i need this new function.

    Then, it all becomes "reusable" in a fast way, no matter what i program into the group.

    And because the "Ai side" has a source, which is the sprite it is connected to.

    I am hoping Scirra gives us the option to "relink" the source, to the Ai.

    Both in the condition and in the action at the same time.

    Then what remains, is a little tweeking here and there.

    I thank u both for the great help in making this understandable!

    Kinds Regards.

    Savvy001

  • newt

    To clarify the situation you are not shure of, just imagine this.

    A painter, lets say "van Gogh " wants to paint 2 paintings.

    Both paintings have a canvas, colors, perspective, beauty, etc.

    What van gogh also wants is that the 2 paintings have their unique differences.

    One of these differences is:

    The orientation of 1 painting needs to be to the left.

    The orientation of the other painting needs to be to the right.

    Van Gogh now starts painting his "first" painting, and when nearly finished he comes to his conclusion.

    "He needs to spend the same amount of hours painting on the second one"

    But this time, he also needs to put in all these slight differences.

    Spending all that time again is something van Gogh doesnt look forward to.

    He cant just walk up to a copy machine that says.. lets make a whole familie of the same paintings, that all look the same.

    Even when he would... he then still needs to "fix" all the differences he wanted in the first place.

    So "for van gogh" it has no use to go to the copy machine.

    In our case talking about Construct2 we "could make use" of a copy machine that enables us to make Group "clones".

    With this we can:

    Make a group.

    Build Ai in it for sprite player1.

    Then Clone the group.

    Then edit that new group.

    Then choose the option: Relink all conditions connected in this group from " sprite player1" to "sprite player2".

    This way it "could" be done in 5 sec no matter how much total conditions are in the group.

    We still would have to fix that sprite player2 runs left instead of right, because thats the difference we want.

    But only having to change "those" actions is a whole lot less time consuming, than first having to relink all of the copied settings from "sprite player1" to "sprite player2".

    Because when we copy paste a group at this point, the group doesnt know we intend to use it for an other sprite.

    But hey!!!

    "We" could tell it to the group right <img src="smileys/smiley20.gif" border="0" align="middle" />.

    This would make Ai Cloning perfect for the use in 1 project or multiple projects.

    Just building uppon the Ai we allready have.

    Van Gogh would say... Thats marvelous, i wish i had that in my days <img src="smileys/smiley42.gif" border="0" align="middle" />.

    The optimization is what i am talking about and handing over to Scirra as a new function of the event editor.

    Hope it makes more sense now.

    It was simply the best explanation i could manage at this point.

    Kind Regards.

    Ronny.

  • newt & basti

    I understand what u are saying but that doesnt take away the fact that i still have to set those different conditions for each character.

    Family or not makes no difference.

    Within the familie Ai It would be like:

    For instance 1, this action

    For instance 2, this action.

    In other words: When i keep doing that im building up the Ai tree i allready have.

    And in the end i have lots of conditions for both instances, which i can devide in 2 different groups.

    There is no difference in the end result to what i allready have.

    Because families have a "familie rule" until programmed differently through instance conditions, im better of cloning the entire Ai.

    The issue lies in the fact that i do not want to go through all the work of cloning the same kind of conditions if i allready made them for another.

    I know it looks like families would be the option for this issue but it is not.

    Setting the actions for "different" instances within a familie requires different conditions, and that is exactly what im talking about of not needing to do.

    I hope this clarifies a bit more what im talking about, and why "group cloning with the ability to Relink to a new character is a powerfull function"

    Kind Regards.

    savvy001

  • Hi Scirra

    I have build a few demo games, and at this point i'm finishing my first Iphone game through CocoonJs support. (i am super siked!)

    There is 1 thing that i personally miss the most in Construct2.

    I will first explain the issue.

    Issue:

    When building Ai for game characters i use my groups etc to keep my workflow at ease and functionally clean.

    The moment a characters Ai is completely done i copy the group with all the events.

    I copy the group, because i need the same Ai for a "clone" of the character.

    This is where the issue is at.

    To link all the made conditions & actions to the clone of the character i need to "Relink" them all manually.

    Meaning i have to click on the condition, then edit, then back, select the clone, click next, click done.

    When i have a few conditions of ai linked to 1 character this is no issue.

    But u can imagine when u need to "Relink +-100 conditions" and actions!

    Yeah, i can tell u it gives a numb hand and eye co-ordination after a while.

    The solution could be simple. (if it is easy to implement)

    Give the user of Construct2 the option to Relink all conditions "within a group" to a sprite of choice.

    This way i could select the group, click edit group, select Relink Sprite, then select the sprite (*Edit* or Sprites) i would like to replace, and then select the sprite (*Edit* or sprites) i would like in the place of.

    Construct2 then relinks all the conditions and actions "within this group" to this new chosen sprite.

    This way "We all" could save hours in Ai building!

    I'm guessing here that i'm not the only one.

    The catch to this would be, that Construct2 needs to know: If sprite A is to be replaced with sprite B, (and sprite B does not have the same variables as sprite A), That Construct2 then automaticly copy's (Adds) the variables Sprite A has to Sprite B.

    This way "All" the conditions and actions can be Relinked from sprite A to B.

    Then we would have the perfect clone!

    I have spend over 100 hours on my Iphone game in 10 days.

    I can tell u that +-10 hours i have been Relinking.

    It feels like Robot work after a while.

    First im super happy that my Ai is working!!

    But then comes the part of copying the Ai for another character and the relinking process starts.

    Yep...

    It would be awesome Scirra!

    And my ques is that it would be a powerfull implementation for a future beta release.

    Thanx for reading/thinking about it!

    Kind Regards.

    Savvy001

  • Nimtrix

    That also seems the right way of doing things.

    Thanx!

    Im of testing!

  • Thanx danuyos

    Im going to try it out!

  • I tried that but it only applied to when the other sprite was on the + side of the Y.

    I need something to measure the angle in full 360.

    Or i am doing something wrong?

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  • Hi!

    In my Iphone game i have a tank.

    I want the tank "only" to shoot when a enemy is within 5 degr of the tank turret, no matter how far the enemy and the tank turret are away from eachother.

    I have seen the "is between angle conditions etc".

    However i havent found a solution to this.

    Anyone have some insight?

    Thanx!

  • Hi there!

    I have experienced allot of audio issue's regarding volume.

    Meaning that when i set the volume of a soundfx "lower" then its normal volume, the sound first plays full and then drops down.

    In my game (a mini strategy game on the Iphon4) i have allot of gunsounds and explosions running at the same time.

    So u can understand that i need a perfect balance in the audio.

    When using the CocoonJS Launcher, the volume(drop)issue is not resolved, mainly because (what i have read in other posts)the audio api for html5 is just not perfect yet.

    So i came to the conclusion to delete all my volume settings within the game project.

    And then try running it again in CocoonJS.

    This time the audio worked perfectly..

    I still need to manage the audio differences (as written bellow) but at least the audio volume does not drop after first hearing a full peak.

    So the tip here is to just open your favorite wave-file editor and "process" your soundfx with the volume "gain" u intend to use in the game.

    Then import the file into Construct2 and use it without any volume settings.

    It may take u a while to orchistrate the perfect balance but its worth it.

    And best of all!!!

    I got 7 FPS back when not using the set volume option.

    So my game runs even better.

    Just a Tip.

    Maybe its usefull to u <img src="smileys/smiley12.gif" border="0" align="middle" />

    Kind Regards.

  • Thanx superkew!

  • I have a couple of questions.

    A: Does the final conversion via the cloud compiler make the game run even faster?

    Explanation:

    (In my understanding) the cocoon launcher is a bit like a virtual machine.

    Just like running windows within mac-os.

    If so, then does this extra memory use also limit the fps somewhat?

    B: Is there a way to install the compiled Xcode on my iphone4 after using the ludei cloud compiler?

    (That way i could doublecheck my game before sending anything to the appstore.)

    Thanx for any insight!!