JBRPG's Recent Forum Activity

  • Link to file:

    https://www.dropbox.com/s/few7n3993p1lat1/sftahg_0_5_2_2.capx

    When I was testing out my game, I have noticed that some units do not always behave from the following diagram:

    On the engaged section, the units engaged are supposed to stop but instead some will keep on moving, despite calling the UID from instance variable of the component object. Is there any way I can get all of the engaged units to stop moving?

    Any help is appreciated.

    P.S. I do not know much about how javascript handles all of the on screen objects.

  • Link to .capx file (required! If link is blocked remove the http and www parts):

    https://www.dropbox.com/s/0imd3zec93ls4cg/family%20collision%20test.capx

    image:

    Steps to reproduce:

    1. Make a new project

    2. Create a few objects

    3. Set some objects as families (target, sight line, projectile)

    4. make the conditions using families and objects having inheritence

    5. test for consistency in behavior compared to individual objects

    Observed result: when using behaviors originated from the family object (sight_line family passed down to signtline object), the objects that inherit behaviors do not take effect (particularly the line of sight)

    Expected result: I expected that all the objects under family to consider the specific instances to work normally

    Note: When I have not used the LOS from family, but rather the LOS on the individual object, it works.

    There is lots of potential on improving the family aspect of Construct 2, but the the objects that inherit the family behaviors do not always work well.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack: Windows 8.1

    Construct 2 version: r158

  • Link to .capx file (required! If link is blocked remove the http and www parts):

    dropbox.com/s/e5lntbgsegv0dmf/LOS_test.capx

    Steps to reproduce:

    1. Make a few objects

    2. Make a line object with the Line of Sight behavior

    3. Have a line object be attached to one object (container is optional)

    4. On start of layout, set the range of sight to line object's width

    5. make sure the vision cone is set at a low number

    image:

    Observed result: you cannot get line of sight to be true until you push the line further in because of inconsistent pixel measurement

    Expected result: It should detect objects based on the line's width assuming its default origin is 0th image point

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack: Windows 8.1

    Construct 2 version: r158

  • use the line of sight behavior and invert it or add an else to it so that you can react to not having line of site with the enemy?

    I have tried that but it has no success.

    I will give you details and the evidence;

    download link

    https://www.dropbox.com/s/umq2img1lxgn5hj/sftahg_0_4_2_2.capx

    image:

    Each unit is a container with its aim line. The aim line has its line fo sight as the previous poster suggested.

    I am still checking the condition that the unit is on the line of sight and the value of player for the target unit is NOT EQUAL to the aim line from the unit.

    units1_grunt and unit1_aim as container object

    when running the game, neither of those conditions worked.

    Any other way to help out or improve existing behavior

  • Right now, I am attempting to get the units to stop moving and enter attack phase. When there are no units, the unit moves on.

    capx file

    https://www.dropbox.com/s/svamvor1vcorfqx/sftahg_0_4_2_1.capx

    For that to work, I had to give each unit its unique aiming range as part of the container.

    I also check to see not only that the aiming sprite collides with the unit, the player values shall not be the same.

    I have noticed a difference between on collision and overlapping. When i replaced on collision with is overlapping, the unit stop behavior does not work. when I did keep on collision, the stop unit movement works.

    Now I want to know how I can get the unit to stop moving until there is no enemy unit on sight?

  • The following is important:

    All units are sprites.

    All units have player instance variable

    The weapons have player instance variable

    The hit range boxes have player instance vairbale

    Units will launch weapon based on collision between source unit's hit box and target unit.

    The unit will move in 4 directions.

    Right now I am struggling with the ides of units firing projectiles based on movement angle.

    All of my units inherit the bullet behavior. I want to get the units to fire their own weapon when they are close to the enemy unit at specific distance and angle of bullet motion.

    I have studied the turret behavior for a little and felt very restrictive on control towards firing bullets at specific angles.

    I also thought it can also be accomplished using the Pit feature for the hit detection boxes but unsure how to pin the hit detection boxes besides the default image point 0.

    Any suggestions on how I can get the source unit to fire a weapon based on collision between source hit detectors and target unit (source player ID != target player ID upon collision)

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  • Thanks for noticing the mistake because I must have overlooked on the origin points.

    Now the signs work as expected.

  • Right now I am constantly experiencing an issue of collision detection under nesting. Specifcally it has to do with overlapping objects under the else condition.

    Download source (test for collision case using debugger)

    https://www.dropbox.com/s/q72nmbqrwtevvqb/sftahg_0_2_1_2.capx

    The first case

    image link:

    s179.photobucket.com/user/Johnshi/media/line_30_else_overlap_bug.png.html

    I did as much as I can to get the corner objects to overlap the arrows, but the system will always label it false on line 30 but line 28 is always true. I am wonder from you guys on how I can properly check collision for the dot object despite being within range

  • Right now, I am having issues with individual units that do not respond to collision with the path corners, which happens when the unit COMPLETELY OVERLAPS the corner path. I made use of families for the Units and the Corner Paths.

    Family of Units (Consist of 4 unit types which share data (press G, T, S, B to summon them))

    Family of Corner Paths (with different families specific for orientation)

    replace the ' dot ' with '.' since I am not allowed to make hyperlinks yet

    Attempt (with picture link)

    i179 dot photobucket dot com/albums/w315/Johnshi/not_responsive_unit_collision dot png?t=1389562651

    File (with link)

    You can use the mouse to click on the grey arrows or the buttons with letters G,T,S,B

    dropbox dot com/s/beylstzswagejo6/sftahg_0_1_1 dot capx

    Words describing source of problem:

    For each Unit family object that is overlapping Corer path family object

    -> Check using distance points with x and y coordinates for the Unit object instance and corner path object instance

    If corner path object is completely overlapped by the unit object:

    -> check angle of unit movement and set angle based on other direction of the arrow

    However, when I tested the game, I did not always see the individual units respond when completely overlapping the corner path object. Some of the time, the units simply pass by while on other times, when the units collide each other, they change direction when they are not completely overlapping the sign. It could be that I may have not understood the extent on how use of families can affect the way units respond.

    Is there any way I can be able to fix the issue so I can expect that each instance of the units properly collide with the corner paths.

  • I am working on a game for UCSC DANM 179 for Windows 8.

    The game is called STUPID FAST TIME ARMY HORDE GAME!

    Will be a multiplayer game with simplified RTS elements

    here's the link to the file since I cannot post images yet.

    dropbox dot com/s/sc8hb4l7ymsauqs/sftahg_0_0 dot capx

  • I have already tried under System timer, but the use of instance variables do not take effect

    Again due to vague reputation restrictions without explanations, I cannot provide images until I reach it.

    System -> every 0.2 seconds decrease counter on cooldown timer

    and then check the unit buttons if the timer reached 0. If cooldown timer is 0 and unit spawn button is pressed, then the unit shall spawn, otherwise, it will not spawn a unit.

  • Link to image (cannot put hyperlink as of now):

    i179.photobucket.com/albums/w315/Johnshi/spawn_response.png

    When you do not put any delays when using the Touch input on any object, it will feel super-responsive, which may not be always helpful in RTS games.

    Right now, when I touch the unit spawn buttons, it spawns units quickly, which I do not want. I want to properly control the cooldown rate when the user touched the buttons.

    I tried using the System and instance variables for the families but I do not get the reduced 'sensitivity'.

    How can I successfully put a delay in accepting touch input to spawn units?

    Any help is appreciated.

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JBRPG

Member since 23 Sep, 2011

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