tarek2's Forum Posts

  • Try doing a forum search for "boids". This behaviour might be what you're looking for

    ~Sol

    SoldjahBoy Thanks a lot , really cool behavior I did tried out its pretty close to what I'm looking for, however

    still has two negative things,

    1-still the balls shakes a little bit but is the best I found until now

    2- I couldn't find the way to toggle it off during the runtime as it's not all the time that will need it to be active, for what I see when is not in need the behaivor, you have to delete the boid behavior to stop interfering with the bullet behavior

    Maybe a video showing what Im trying to do will help: have a look when they are split in more than one ball and they are close to each other, they move smooth in formation to the the same angle without any shaking or bouncing, do you think its posible in construct 2?

    https://www.dropbox.com/s/5cnsfu6cw5yva79/Agario%20Last.mp4?dl=0

  • Hi, How do I Stop overlapping between instances?? I tried all the examples around the forum but none of them works as I need it, Even the rex "push out solid", "bullet bounce of solids " etc...... all of them they start pushing to much pixels away until they start moving weird on different angles, I just need that they don't overlap each other but still moving smooth next to each other, without affecting the bullet angle of motion or without bouncing.

    Thank you, I will leave a capx if anyone wanna have a look:

    https://www.dropbox.com/s/2tg3oz47w0s9svx/StopOberlap.capx?dl=0

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  • 99Instances2Go Haha I see that's why I get the confusion as I had a text on the screen for debugging and the sooner I release the mouse left button it was going back to -9, but I understand perfectly now is because if we don't select anything on line 7 will be (touch) false for the next thick and by the time it reach line 5 because touch is false it will reset it back to -9

    I thank you so much for the teaching and for all your patient, you are awesome, I learned and I'm learning a lot from you every day, I now understand more about how the logic works in construct 2.

    I had a problem with trying to store the "prepreviousObject" that had a Master variable true and I didn't manage to do it because it was always conflicting when I was setting a new object as a "Master" as I had to reset at the same time the "prepreviousObject Master" to false, it was resetting both of them the old and the new one to false, you gave me the key now how to implement it.

    Thank you and have a great day

  • 99Instances2Go wow Amazing explanation thank you for your patient and for all your help you are awesome men, but it's me that I don't get it just one part because I think will be easier if I give an example for what I understand till now so you can see where I'm wrong:

    let's say my first pick will be instance color 1 and we start from line 7 to make it easier

    -line 7: I overlap color 1 so we set it to touched and this is the one in the pick list

    -line 8: checks color 1 against "previousTouched" from line 5 wich at this moment its still -9 so is not the same then runs the code

    Next thick:

    line 5: we have still picked color 1 on the list so we set "previousTouched" to color 1

    line 6: set all touched to false so "previousTouched" becomes = -9 again

    line 7: I overlap color 2 now so we set it to touched and this is the one in the pick list

    line 8: checks color 2 against "previousTouched" from line 5 wich at this moment its still -9 because on line 6 we reset it -9 as all touched becomes false

    etc.......all the thicks will be the same

    That's why I'm confused when on line 8 we compare against line 5 "previousTouched" because it looks for me like its always -9 before reach line 7, because it meets with line 6 before 7 and set them to -9 always

    I know I'm wrong with something but I don't know were

  • For the - 9.

    Haha 99Instances2Go I read it 100 times or more and checked the capx but I don't get it yet, I'm bad

    I will carry on till I get it:

    I understand the part why previousTouched has to be -9 so it doesn't cause conflict with instance 0

    And I get mostly What you said but the part where I have the big problem and confuse is at number 8 when comparing if is not the same (color.UID) because for me it looks like when the thick reach number 6 it will be always set to -9 because we set touched to false

    So number 8 will be always true if I'm not mistaken? so if this is correct why check if is not the same as previousTouched, then run the action timer

    Thank you so much for the full explanation I learned a lot

  • Sorry to interrupt the thread guys

    Just I need to ask a quick question to 99Instances2Go

    I'm mostly interested just on how you pick the (color object instance) as I need something similar related to picking instances but without the oberlaping.

    My Question is related from code line 4 to 8: as is a bit confusing for me to comprehend for my lack of knowledge of course

    This is how I understand the code:

    Every thick: previousTouched will be -9 an less Color variable( touched ) is true, wich we change previousTouched to color.UID

    But Next Every thick: Set (Touched) to false (This is one part that confuses me as it contradicts the above code as both of them run at everythick) and for me will look like previousTouched will be always -9

    On code line 15: you chose the color instance that we wanna change the color to So (code 9) will pick up this object instance and set previousTouched to this color.UID that we just choosed

    but on the subevent confuse me again as (it will only run only if the previousTouched is not Equal to the color instance that we just choose.

    Is quite tricky to understand, and I know must have a good explenation is just I cant visualize it

    Thank you in advance

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    Really cool, Thank you for this

    Is there c2 plugin support for in c3? i mainly ask because if there isn't then yes, a export package of some kind or even access to the cloud exporters (or whatever is going on with c3) could be extended to c2 devs who have projects that rely on plugins. I know all of my c2 games do.

    Ashley about the voting system. I do remember that people voted for multiplayer support. So I do understand the hesitation to implement something like that again. But honestly, once the exporters are solid then the rest is just bonus features. Regardless of whether or not people are using the features, if they're paying a subscription and getting what they asked for, then that's fine, right?

    +1

    I wanna add swell that the comparing multiplayer to exporters is totally different things in my opinion and has no comparison, exporters with decent performance is somethings that every single developer will use, and you will have to publish some were when you finish the game, as opposite of multiplayer that it may or may not implemented by everyone.

    So yes it should be the first priority and worth spends the time in, once you have the most awesome engine and good exporters, everything else comes secondary people they wouldn't care that much for behaviors or things missing.

    I have to strongly agree with NotionGames here:

    I find very strange and insulting that some people trying to blame and argue with none sense against NotionGames, he has a good point and true reasons why he is speaking loudly this is some weird thing or something? he is not the one that put that advertising and has a lot of rights to complain, I'm guilty too because I felt for it swell,

    I knew nothing about coding or game development and the only reason why I started with construc2 is because of the advertising make games no coding and publish every were, since then I spent nearly two years learning the program I put hundreds of hours trying to learn everything hopefully to one day release games to many platforms, I knew nothing about HTML5 Vs native and all that stuff so I keep going learning till today, just to find out recently that maybe all the effort I put these years will be a waste because of all the problems with the exporting that colleagues mentioned here, I haven't release any game yet but to hear this true is discouraging and I'm seriously started to think if I did the right choice. I think everyone deserves to know in advance these things, it should have been put in front before we make the choice to go the route of making games with construct 2 and the learning curve, before we invested that huge amount of time learning the engine because its not that easy,

    so what I'm trying to say it shouldn't be advertised as this engine can do this things when is not, so anyone can make the choice beforehand to go with this engine or trying something else if that is not suited for him. before you put any effort into it. And I'm sure like me they are many on this forum that got caught on this. If it wasn't for threads like this we wouldn't know. The worse part I don't see any plans to fix the problem, wich is the most important and crucial part.

    At list Scirra should give a statement to wich direction they going so everyone else can make the right choice stay or try something else.

    And thank you NotionGames and everyone else to have the courage to speak about this loudly.

  • I don't think what the Op is asking and requesting has nothing to do with (take peoples by the hands). when you target people with the slogan "Make games no programming needed" obviously you have to expect that some of those people buying your software had nothing to do with any programming or any skills for game development, so you will expect that they will start from 0, meaning that they will have no prior experience and ask the most basic question and they will need as much as help and examples as possible to keep them going in the right direction especially with something complex like game development as they are many skills involve like programming, math, etc...and how to implement them in construct 2, is like your learning any topic from the beginning you always need some tutorials at the beginning plus references,then once you get the basics you can be able to start experimenting by yourself. I think the problem here is that are two types of people here on the forum, the ones that already know programming before they started to use construct 2 which they will have sufficient just with official manual, and the none programming people like me wich is totally different world meaning like we will need more detailed explanations and examples many many examples. It's easy to forget once you are experienced in any topic that you was beginner too and you had to go through all the learning journey too, lets no forget that and try to understand and help each other. At the end of the day like I said before this is good for the company because the fastest the people learn the more successful games you will see, so meaning more publicity for C2 , C3.

  • Thank you

  • closing X icon in the windows you can't see it right away you really have to focus to see it.

    Didn't know how many projects were open after closing their event sheet and layout of each project, I thought the project were close till later on, I found out that I had like 10 projects or more still open from the demos, Temples and Examples

    Adding instance variables and behaviors I had to figure out scratching my head, but I guess I just have to get used to it. activating the grid the same hiding.

    I thought they will add more new official behavior but I didn't see any, just some improvements on bullet behavior wich you can now toggle step for collision accuracy, and the other one is the Pin behavior wich looks cool.

    but they are many behaviors that we need very often still missing, that it should be on the official behavior

    Example: proper Rope behavior it's one thing that many games use, I needed that many times in the past for my ideas but I never could manage to implement them because of the rope thing missing, I know that are many good examples on the forum but all them use physics wich brakes the links if it stretched to strong the rope and the links start going crazy no that good for a game. maybe with the new Pin that has Rope Style will work, don't know I will have to try.

    And many more.

    I love the new start page more organized and has many help examples and temples looks really cool, will be very useful.

    The performance and speed were good it only crashed once. I still would love a desktop version feels more comfortable, it's strange I was so happy to go back to C2, where it should be the opposite because I really wanted to like C3, but nothing really catch me to make me stay on C3, I guess I should give it more time.