megatronx's Recent Forum Activity

  • Considering how the rate of updates has slowed, and Ashley's scarceness on the forums (except to deal with bugs), I would imagine that C3 is under heavy development at this point. Course, holidays might not be the best time to reveal the future successor to your current product.

    I'll lay my money on early 2016 for the reveal, with early adopter following a few months later.

    I hope it's gonna be good and streamlined. Hopefully backwards compatible and with fixed issues from c2. And then I'll be an early adopter.

  • Cool, I'm going to be following more tutorials and doing more tests this week in UE4. So far, some things I wanted to do seem easier in UE4. It just seems like it was designed more for the kinds of games I want to make.

    By the end of this week, I should know if I will want to work with UE4 or not.

    Let us know the details how c2 compares with it, and is it difficult to switch?

  • Do you have a capx we can evaluate? Maybe there is another approach to what you are looking for.

    Thx, but not sharing capx. And there is not any other way!

    I'd like to know if there is a way to lock mouse functions, except for position?

  • Hi,

    In my project, player holds down rmb to activate object working as cursor. Default mouse cursor is set to none on start of layout. And it all works until I release lmb, because then default cursor flashes once for a moment. And that sux! Any thoughts?

    BTW. That's in Chrome. Don't know how it works in nw yet.

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  • finally i used webstorage, and store the value here like aux value and works fine.

    Thanks for your answers

    You can use dictionary instead.

  • >

    > > UE4 blueprints are really easy to comprehend (after spending some years in C2 and CC). All you need to know is to learn a different workflow of the engine like GameMode, PlayerController, PlayerCharacter etc. It took me just about a week to learn how it works and to make a simple 3d adventure game system that have doors, rooms, transitions, player interactions, camera system... UE4 is stupid easy in comparison to Unity+Playmaker. To do exactly same thing in Unity with playmaker... i gave up after 2 weeks.

    > >

    > > Like megatronx said, there's a lot of neat stuff exposed in blueprint nodes: timelines, delays, custom events, literally hundreds of different types variables (I really don't like in C2 that I can't make an array variable or simple vector2 variable to store XY - instead you need to make 2 separate number variables sic!).

    > > And everything have build in help infos and tooltips, so there's no need to dig through the help online.

    > >

    > > One thing that can be overwhelming is UE4 editor itselfs, there are a lot of buttons, options, parameters, options in options, parameters in parameters

    > >

    >

    > Wow, so you think UE4 is easier to use than Unity+Playmaker? I should have a look at it then. I always figured it would be harder, so I never really looked at it.

    >

    At least for me

    UE4 blueprint nodes speaks to me better and they are managed and maintain by people from UE4 who constantly makes them better and faster. They are although 10-12 times slower than pure C+ but I'm just learning and not doing another AAA game (which in most cases they should be called BDB games - Beta Dollars Bugs xD) so i don't mind.

    But i hope they will soon figure it out (which are doing all the time) how to remove VM from blueprints and then it will be the same speed as C+

    Not to discouraged or anything, you can still make games with it

    Othink it's fast enough to make an indie games. Super tight action games are rather domain of bigger studios.

  • Good luck for you with your future projects.

    Also, I want to ask a question for those who used UE4 and Unity + Playmaker: Which one is more easy to get into and use: blueprints or Playmaker?

    I recently watched official tutorial series and few more random official advanced tutorial videos about blueprint, and although it allows for more complexity then c2, logic is really simple! The thing I've noticed is that there is a very long list of actions which need to be remembered to be efficient with it. I don't have time yet to start practicing it, but it is something I might start learning in the future.

    It also have a lot of convenient elements, I've been talking about on this forum to implement in c2. You don't need to constantly create new events and variables from different tabs - you create logic node by node, because nodes have shortcuts to elements that can be used at and with particular node. Same goes for objects: they can show actions and conditions that can go only with their type. And if you need something different then you can look trough list of conditions, actions and variables. In terms of variables thought, it has 6 types if I remember correctly. So here construct wins.

    Also there is number actions that allow for creating better gameplay. Stuff like delay, that lets you delay next node by number of seconds! And it all works with triggers! Wait doesn't work with triggers in c2. And to create delay, you need to build your own set of events first, and sometimes you can confuse yourself. That is the kind of stuff is what I was asking for in my topic "3cents about c2 and c3", additional actions that have certain functions, but I always hear "you can do it with events" answer from Ashley, which is fair, but in reality it is pain in the ass, and I don't think that implementing actions like this would be much of work, and they would be very helpful.

    So will be definitely looking in the future in to blueprint. Thought I hope c3 will turn up better.

  • > Hi,

    >

    > I have a question about creating objects and then triggernig On Created. Basically, if have different enemies, all in one family, if let's say I create enemy10 will then On Family Enemies created will work for that particular object? And what if I create number of different enemies at the same time? Thx

    >

    All objects that are part of the family will trigger both there object and family On created event. Since "On created" is a trigger it will trigger for each object so this shouldn't be a problem if you spawn more at the same time, as they will be handled individually.

    The priority of triggering the "On created" is object first then family. So family settings will overwrite the object settings.

    Thx!

  • Hi,

    I have a question about creating objects and then triggernig On Created. Basically, if have different enemies, all in one family, if let's say I create enemy10 will then On Family Enemies created will work for that particular object? And what if I create number of different enemies at the same time? Thx

  • > Also Ashley Could you please add keyboard, joypad and mouse action : Cancel Input, so all keys that are currently pressed would stop working and require player to press them again?

    >

    Again, this seems easily doable with events. I don't want to get in to the habit of adding built-in features that just replicate what a few simple events could do.

    Ok, no problem, but could you instruct me how I could achieve that with events, please?

    EDIT@ On key pressed: toggle boo ON, Is Boo: move, On event: Toggle Boo OFF . I think this will work. And I'm going to leave this here if someone will need it.

  • >

    > Hey,

    >

    > I was thinking about conversation in this topic. Friend encouraged me to continue a certain project I was affraid of finishing (quite personal and you want to have those working perfectly ). Thanks to your posts and Ro0j's help i got from him throughout the years, I decided to limit using plugins and do as much possible with events. So far it seams to work better then with plugins. But I'd like to ask you if you could explain this math formula to me, what exactly does it do?

    >

    > Thx!

    >

    > glerikud I think move too should also be an action. Overall there should be more target action, as well as option to pin to image points. More actions is something I'm thinking often about too.

    >

    > Btw, does every tick: set position to img point is as efficient as PinTo?

    >

    The formula is to calculate the position of an object(position) based on an angle and distance and the starting point (X,Y) of another object(position)

    Position written next to the objects are from the editor, just so you can see there placement there.

    Regarding the every tick and pin to. Im pretty sure its the same. There might be a different to when the position change takes place. As the pin to might happen during the first period of a tick, where as a every tick might happen depending on where you put it in the code. But resource wise I don't think there is any different, not 100% sure but close enough that I wouldn't bother about it

    Thx! Interesting! Thought have no clue how I could use this yet!

    Also Ashley Could you please add keyboard, joypad and mouse action : Cancel Input, so all keys that are currently pressed would stop working and require player to press them again? This is crucial. Imagine a scenario where a power is activated, and that power stops all movement. When the power events end I want the player to press keys again in order to move. Currently if you hold movement buttons, when power ends, the character continues to move, and because I'm doing an isometric game, if direction is being switched mid trough, the player moves backwards. This also would work for other action games, where for example a hit from enemy interrupts player attack.

    Thx

  • X + cos(angle) * dist, Y + sin(angle) * dist

    I dare say the most inspiring formula there is, and we don't even have an expression for it.

    I would also say that if it doesn't inspire, you need to find out why it should.

    Hey,

    I was thinking about conversation in this topic. Friend encouraged me to continue a certain project I was affraid of finishing (quite personal and you want to have those working perfectly ). Thanks to your posts and Ro0j's help i got from him throughout the years, I decided to limit using plugins and do as much possible with events. So far it seams to work better then with plugins. But I'd like to ask you if you could explain this math formula to me, what exactly does it do?

    Thx!

    glerikud I think move too should also be an action. Overall there should be more target action, as well as option to pin to image points. More actions is something I'm thinking often about too.

    Btw, does every tick: set position to img point is as efficient as PinTo?

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megatronx

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