Savvy001's Recent Forum Activity

  • newt & basti

    I understand what u are saying but that doesnt take away the fact that i still have to set those different conditions for each character.

    Family or not makes no difference.

    Within the familie Ai It would be like:

    For instance 1, this action

    For instance 2, this action.

    In other words: When i keep doing that im building up the Ai tree i allready have.

    And in the end i have lots of conditions for both instances, which i can devide in 2 different groups.

    There is no difference in the end result to what i allready have.

    Because families have a "familie rule" until programmed differently through instance conditions, im better of cloning the entire Ai.

    The issue lies in the fact that i do not want to go through all the work of cloning the same kind of conditions if i allready made them for another.

    I know it looks like families would be the option for this issue but it is not.

    Setting the actions for "different" instances within a familie requires different conditions, and that is exactly what im talking about of not needing to do.

    I hope this clarifies a bit more what im talking about, and why "group cloning with the ability to Relink to a new character is a powerfull function"

    Kind Regards.

    savvy001

  • Hi Scirra

    I have build a few demo games, and at this point i'm finishing my first Iphone game through CocoonJs support. (i am super siked!)

    There is 1 thing that i personally miss the most in Construct2.

    I will first explain the issue.

    Issue:

    When building Ai for game characters i use my groups etc to keep my workflow at ease and functionally clean.

    The moment a characters Ai is completely done i copy the group with all the events.

    I copy the group, because i need the same Ai for a "clone" of the character.

    This is where the issue is at.

    To link all the made conditions & actions to the clone of the character i need to "Relink" them all manually.

    Meaning i have to click on the condition, then edit, then back, select the clone, click next, click done.

    When i have a few conditions of ai linked to 1 character this is no issue.

    But u can imagine when u need to "Relink +-100 conditions" and actions!

    Yeah, i can tell u it gives a numb hand and eye co-ordination after a while.

    The solution could be simple. (if it is easy to implement)

    Give the user of Construct2 the option to Relink all conditions "within a group" to a sprite of choice.

    This way i could select the group, click edit group, select Relink Sprite, then select the sprite (*Edit* or Sprites) i would like to replace, and then select the sprite (*Edit* or sprites) i would like in the place of.

    Construct2 then relinks all the conditions and actions "within this group" to this new chosen sprite.

    This way "We all" could save hours in Ai building!

    I'm guessing here that i'm not the only one.

    The catch to this would be, that Construct2 needs to know: If sprite A is to be replaced with sprite B, (and sprite B does not have the same variables as sprite A), That Construct2 then automaticly copy's (Adds) the variables Sprite A has to Sprite B.

    This way "All" the conditions and actions can be Relinked from sprite A to B.

    Then we would have the perfect clone!

    I have spend over 100 hours on my Iphone game in 10 days.

    I can tell u that +-10 hours i have been Relinking.

    It feels like Robot work after a while.

    First im super happy that my Ai is working!!

    But then comes the part of copying the Ai for another character and the relinking process starts.

    Yep...

    It would be awesome Scirra!

    And my ques is that it would be a powerfull implementation for a future beta release.

    Thanx for reading/thinking about it!

    Kind Regards.

    Savvy001

  • Nimtrix

    That also seems the right way of doing things.

    Thanx!

    Im of testing!

  • Thanx danuyos

    Im going to try it out!

  • I tried that but it only applied to when the other sprite was on the + side of the Y.

    I need something to measure the angle in full 360.

    Or i am doing something wrong?

  • Hi!

    In my Iphone game i have a tank.

    I want the tank "only" to shoot when a enemy is within 5 degr of the tank turret, no matter how far the enemy and the tank turret are away from eachother.

    I have seen the "is between angle conditions etc".

    However i havent found a solution to this.

    Anyone have some insight?

    Thanx!

  • Hi there!

    I have experienced allot of audio issue's regarding volume.

    Meaning that when i set the volume of a soundfx "lower" then its normal volume, the sound first plays full and then drops down.

    In my game (a mini strategy game on the Iphon4) i have allot of gunsounds and explosions running at the same time.

    So u can understand that i need a perfect balance in the audio.

    When using the CocoonJS Launcher, the volume(drop)issue is not resolved, mainly because (what i have read in other posts)the audio api for html5 is just not perfect yet.

    So i came to the conclusion to delete all my volume settings within the game project.

    And then try running it again in CocoonJS.

    This time the audio worked perfectly..

    I still need to manage the audio differences (as written bellow) but at least the audio volume does not drop after first hearing a full peak.

    So the tip here is to just open your favorite wave-file editor and "process" your soundfx with the volume "gain" u intend to use in the game.

    Then import the file into Construct2 and use it without any volume settings.

    It may take u a while to orchistrate the perfect balance but its worth it.

    And best of all!!!

    I got 7 FPS back when not using the set volume option.

    So my game runs even better.

    Just a Tip.

    Maybe its usefull to u <img src="smileys/smiley12.gif" border="0" align="middle" />

    Kind Regards.

  • Thanx superkew!

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  • I have a couple of questions.

    A: Does the final conversion via the cloud compiler make the game run even faster?

    Explanation:

    (In my understanding) the cocoon launcher is a bit like a virtual machine.

    Just like running windows within mac-os.

    If so, then does this extra memory use also limit the fps somewhat?

    B: Is there a way to install the compiled Xcode on my iphone4 after using the ludei cloud compiler?

    (That way i could doublecheck my game before sending anything to the appstore.)

    Thanx for any insight!!

  • I checked the iphone's appstore today and they still have the same CocoonJS version updated on 7-8-2012, so that would not be it.

    But its good to know that an update is on the way!

  • Hmm!

    I made a test capx just to find out that it does work...

    Well, i dont know what strangeness i was encountering before but its ok now.

    So apparently no bugs here, and that should be good news!

    Thanx for the help!

  • Hi!

    Im working on my game for ios and stumbled uppon a little problem.

    When i arange the volume in construct 2 per sound, as in.

    A:play "gunshot"

    B:set volume "gunshot" to -10

    Cocoonjs plays the audio but doesnt alter the volume.

    I searched their website and in the Ludei Cocoon audio section

    they do seem to support volume.

    (I also searched the scirra forum on this and found nothing)

    Today i recieved a e-mail form Ludei.

    Quoting:

    About volume, CocoonJS supports the volume property of the audio object. I do not know how Construct2 handles audio volume changes. You should check the source code that generates to be sure.

    So... because that is really out of my league i reported this as a bug.

    Is it a know bug?

    If not, i wil make a smaller test capx to present to u.

    Kind regards.

    Savvy

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Savvy001

Member since 22 Jan, 2012

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