megatronx's Recent Forum Activity

  • Thanks for your help, I've downloaded the demo and I'm having a look at it now.

    I have one concern though. from what I've read (I could possibly have this wrong) Construct 2 cannot create standalone windows exe files? is that right?

    Thats quite a let down if true, I don't want to be forced to run all games via my browser, no offence intended.

    There is a wrapper called NodeWebkit which we use as stand alone exe.

    One more suggestion I could give you, is to download original Construct Classic, which is free,dx9 and desktop only, and have some fun with that first

  • Maybe start picking from closest to first node?

  • 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.

    I agree that learning is good. But math might not inspire if it's not someones priority. I am inspired by music from romantic period. It's different form of math. There is a need to remember that knowing a lot doesn't mean understanding a lot.

    Anyway, I my goal is to encourage for plugins to be expanded in such way that all major and today's standards are there ready use, freeing so much of needed time, for more creativity, learning, and experimentation with innovative ideas.

  • Cool nickname

    As zenox98 said, go trough demos and tutorials, and you'll be fine. Thought keep in mind that reproducing certain elements, like looping map in defender require trickery to pull off... cause construct is 50% about hacks. But most of the simple stuff is easily doable.

  • "It is a creative process for those who figure things out, but for all rest IT IS NOT."

    You've just pointed out a pretty big issue with plugs. If you take too much of the process out, the process of learning, no one will be able to figure out better ways to do things.

    If all you are doing is copy and paste, then we are failing at teaching as well.

    People earn by copying. Also you need to diversify those who want to learn programming, from those who rather learn other game development elements. Pretty sure that niche for none-programming required software are the latter. Plugs should take care of all the standardized features, and events should be there to expand or create own plugs, but not to hack trough plugs.

    Also after years of using construct, ho many ways there is to create a menu, or pushing out of objects? Really there is only one that works best it can, thought not perfect. Same for keybindings - when you think about it there is only one way to do it right, due to how c2 is structured. And could go on with lights etc. Instead of recreating existing and common technologies with events, I'd rather see them being there from the get go, and instead innovate in the design and gameplay environment, with additional elements done trough events.

  • eli0s Yes, example like this are good and are showing not only that such basic features are time consuming and difficult to implement, but also that we all implement it in the same way! That's one of the points of my post! We all just copy step by step what someone else figured out! That leads to thinking that this just could be there from the start as it is pretty much always done same way. It is a creative process for those who figure things out, but for all rest IT IS NOT. And I want to be creative with gameplay, not recreating features that are standards these days and allow for solid and interesting gameplay to happen.

  • I experimented a bit, but didn't find any solutions. The issue I was facing is how to manage which unit attempts to go through the pathway first so that units don't compete with each other.

    This would require more work to figure out than I'm willing to invest, since it basically means designing a way to store where each unit is, and how to process all of it so that they work with each other to get through.

    One thing that comes to mind is using a dijkstra map instead of pathfinding, since that creates data that multiple units can use to move through a level. That way, each unit would have their own way of finding a path to the destination without generating one for each unit.

    edit: also with a dijkstra map, the units would be moving towards the next tile rather than being pulled by something that could be currently behind a wall, so the flow of forces would be more accurate. You could also stop other units from trying to get to a tile if that tile is already occupied by another unit.

    You need to create an order. I think something like this might be a good start.

    You need boolean that will lock the unit from picking. You also need a variable Order. This is for units that player has selected.

    Repeat "selected" count, pick nearest Units to MouseTarget, units boolean Ready = false. Then set that boolean to true and varOrder to loopindex. Now every unit has it's order number, so it might be easier to figure out how to get them pass trough.

    Maybe that will help. Also,have a look at Ro0j example.

  • Also would like to remind about the fact that interacting with black borders around the canvas still make things happen in game. Atm, in my rts project, when I click on black border, the units just go to the edge of layout, then press themselves against it, and some of them gets stack in there forever.

  • > Game is on layout the size of single screen, and enemies fly trough it, but there no way of bouncing off bullets of the borders of the layout

    >

    This sounds pretty easily solvable with events.

    Yes it is possible, and I've made it. However, it is that hacking I am talking about, and it is waste of time. There should be a ready made options for that and more scenarios that all work together.

  • Prominent I added couple of obstacles and was trying to figure out how to make units follow trough,also using the nodes idea, but I have no clue how we would make units move to those nodes?

    https://drive.google.com/file/d/0B0jUjW ... sp=sharing

  • megatronx exactly, Like I wrote in some post in the past, plugins and behaviors should be all compatible with each other, should do what you expect them to do and every single parameter of the plug/beh should be visible in ACE to be set or modified.

    Solid is probably the best example here. You would expect that it will block every other solids no matter what, unfortunately Solid only works with selected and very specific other behaviors. It should be the other way, if I set Sprite to be Solid then it is solid for everything - drag and drop, bullet, 8dir etc.

    Yes. I agree that plugins should work together and I've been thinking of that even back at the cc days.

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  • >

    >

    > edit@ R0J0hound The Prominent example doesn't seam to work https://www.dropbox.com/s/9286l0hy9pp9etk/tst.capx?dl=0

    >

    I fixed your capx: http://1drv.ms/1P1WOhr

    You were doing various things wrong.

    You set the joint at 0x0y of the layout(not the object).

    You also have to move the object to the pathfinding object first before connecting them I think.

    You had the object all on the same physics layer, so they were colliding.

    I also, changed the joint type to a dampened spring, adjust the mass of the blue objects, dampened their velocities so they don't stay springy..

    Also changed them to circles which should help with collisions, but might be fine either way.

    ..You might also want to consider putting these into a family and put the physics behavior on the family, in-case you plan to have multiple sprites/objects using physics together.

    Well thank you! I will check it out.

    Editnrz@Yes it works nicely so far. Will think of making this multi-unit and selectable.

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megatronx

Member since 25 Sep, 2008

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