Thndr's Forum Posts

  • I created an example using 2 custom movement behaviors to work consistently with step-checking and only prevents the half-step it triggers on.

    https://dl.dropboxusercontent.com/u/73774002/custstep_test.capx

    Perhaps the easiest way is to add "Stop Horizontal Step" and "Stop Vertical Step" as actions to stop half of the step while "Stop Step" stops the entire step when it is called.

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  • Only thing I can think of is that he wants the webkit export able to patch the game, but since it's a solid container file there is no way to edit it through the game itself

    For example, if someone were to make a largescale game(MMO of some sort) with C2 and wanted to have a native client but also patch and hotfix without redistributing the entire package each time.

    It should technically be possible to use the offlinecache technology to have it check for a new version compared to the contained exported version, and then use the node-webkit cache location to store and read the updated files (Storing a log of what files were updated somewhere to read on startup).

    Although I don't know if node-webkit has that capability.

    Granted as Ashley said, a webpage would be better suited to keeping people up to date.

  • New bug in R131 from bugfix of scirra.com/forum/topic68112.html

    Link to .capx file (required!):

    dl.dropboxusercontent.com/u/73774002/custstep_bug.capx

    Steps to reproduce:

    1. Start preview, go left, get stuck in wall

    2. Go back to editor, change step mode to Horizontal then Vertical

    3. Start preview, go left, do not get stuck in wall.

    Observed result:

    The block steps into the wall and then gets stuck.

    This means that it checks for the first axis' step first then the second axis, even if there was no movement in the first axis. This stops movement along the second axis even if there is no on-step trigger for it.

    Expected result:

    The block steps into the wall and does not get stuck no matter the stepping mode.

    Operating system & service pack: Win7 x64

    Construct 2 version:r131

  • Shuriken> On collision with bat

    Destroy bat

    Destroy Shuriken

    Bat > On destroyed

    Spawn another object

    This way, when the shuriken hits, it destroys both, and then whenever a bat is destroyed it spawns an object.

  • An increasing variable is the best way to do it.

    Make a Global Variable LayoutTime

    On start of layout:

    Set LayoutTime to 0

    Every Tick

    Add 1*dt to LayoutTime (It will tick up at a rate of 1 per second)

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/73774002/vertstep_bug.capx

    Steps to reproduce:

    1. Load CapX, look at code, Preview

    -Code says the player should be destroyed upon vertical step if it's overlapping the wall.

    2. Move around in preview

    -Go over the blue wall

    3. Go back into the CapX, change it from Vertical Step to Horizontal Step, preview again.

    4. Move around in preview and go over the blue wall.

    5. No matter the stepping mode (Vert then Horz // Horz then Vert)

    Observed result:

    Vertical Stepping trigger doesn't trigger, thus doesn't destroy the greybox.

    Horizontal Stepping Trigger triggers both horizontally and when moving purely Vertically.

    Expected result:

    Greybox triggers Vert Step and is destroyed.

    Operating system & service pack: Win 7 x64

    Construct 2 version:r130

    ----

    Unsure if it's part of the bug, but I've noticed that when trying to move along walls (when it blocks on trigger) that depending on the stepping mode the moving box slides on the axis of the first step

    On Horz Step trigger (Horz because it's the only one that works)

    Overlapping Wall

    Stop Stepping(Go Back 1 Step)

    If the input has it going both Vert and Horz at the same time, Vert then Horz has it slide up and down vertically along a vertical wall, but along a horizontal wall it catches. The opposite happens with Horz then Vert as it slides along the horizontal wall but catches on the vertical one.

    Hopefully once Vert Step trigger works it can make the object slide along the wall both directions at once.

  • Check if

    Right mouse button is down

    Cursor is over object BLOCK

    Destroy BLOCK

    This way, if the right mouse button is down and the mouse is over the object, it destroys/deletes it.

  • Well the arcade does have an example game section for examples

  • I'd try to see if you can launch the EXE from the steamapps/common/Construct2 folder. If you can launch that (it'll be in free mode) then it's definitely an issue with Steam initializing something. If it doesn't open, then it's an issue with the download from Steam.

    If it's a problem with Steam initializing, uninstall C2 from Steam (all versions), then reinstall Steam. (Easiest thing to do is remove everything but Steam.exe and SteamApps folder. I recommend backing up all those files to a copied folder before doing so *excluding the SteamApps folder as it's all your games*)

    If you still have problems after that contact Steam support.

  • Well I understand that. Hopefully you can get it worked out so it doesn't seem so limiting.

  • Hopefully you can hear back from those guys soon. If not I suggest screwing around with it some more.

    Also wouldn't it be better as a Plugin instead of a behavior? Maybe you could have both, with the Plugin being the backend stuff and the behavior tracking the data of the objects you want the player to manipulate.

  • Thanks alot! However just to understand this a bit more, doesn't it still get blurry if i do it this way or? And what is bilinear filtering?The default zoom mode for OS/Browsers tries to smooth the sprite, in which why they look blurry when zoomed in. This is called Bilinear filtering. It works best on photos and larger images due to it's nature.

    Smaller spritework however needs nearest-neighbor filtering to be crisp because when enlarged and blurry, it looks like crap.

    There are some CSS commands to support nearest-neighbor, however some browsers have issues with it like Chrome on Windows (I hear it works on Linux/OSX though) This means that even if you do POINT sampling, it still could come out blurry on some browsers, which is why you have to have WebGL enabled as it'll use WebGL to do Point/Nearest-Neighbor.

  • Honestly I duno what I am doing with this plugin, but you do find useful things when just playing around.

    Because of that, Idecided to experiment with another layout and such.

    1 layout has tiled movement, the other has 1px movement.

    When switching layouts, it sends the move update, but each player sees their respective layout's update.

    What could solve this is that each layout is a new room, so only those in the same room. To make it a more solid experience it could ask to join "layoutname_CURRENTROOMID" and if that fails, then joins "layoutname_RANDOMROOM".

    So in summary:

    Room Management-

    Actions:

    -Join Room specific (ROOM/CURRENTROOM VARIABLE)

    -Join Room random/not-full (Photon handles the random room thing to search for a non-full room, and if it doesn't exist then creates a new room.)

    -Leave Room

    Conditions:

    <font size="1">-Triggers for On-Join and On-Leave</font> (Never-mind, already implemented)

    -Trigger for when requested room is full (Works for both Join Room Specific and when Join Room random/not-full does not find an existing not-full room)

    Variable:

    -Room

    -Room Player limit (might have to be a seperate config file, but I don't see why C2 couldn't edit/make it at export)

    Player Management-

    Actions:

    -Update Player (Updates position and variables on the player's entity.)

    -Send Update Request (Sends an update that requests the other players in the same room to update. Maybe redundant)

    I know that currently it's set as a test, but due to the problem with 2 layouts (each seeing the current layout's movement rules), probably shouldn't have hardcoded variables into the behavior that could cause issues and let the game handle things like that.

    Photon Management-

    Variable:

    -Current Messages per second (This allows us to see how many messages are being sent and is reference-able if we want to have things trigger based on this number.)

    =====

    With all this, I could create an online "village" made of multiple layouts.

    <font size="1">The movement style would not matter because with UPDATE PLAYER, you could even make it a Zelda2 style platformer as long as the player keeps the others up to date. Since all the action would be happening locally it could cause some issues with unscrupulous player manipulation; however, it would be the simplest way to make many games.</font>

    One player enters a house, layout changes from "village" to "house1"

    Photon has player leave ("village_" & photon.ROOM#) upon loading the new layout and joining ("house1_" & photon.ROOM#). I do not know how liberal the usage of rooms for Photon Cloud is, but this is the simplest solution to prevent players in different layouts from causing cross updates that are very bad.

    If there is a specific room limitation, then of course then you would have to make the game force all players into the new layout (kinda like Borderlands when you change zones)

    With more control in C2, I feel the collision and movement behaviors would be unneeded as well.

  • Well I think he wants his game to be a native file with modable files for the enduser to play around with.

    Although I don't have any ideas atm that would involve the users, I do think that a way to reference files outside of the node-webkit package would be useful(either in it's own directory, or local documents/appdata folder for the user)

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