tarek2's Recent Forum Activity

  • Wow, awesome R0J0hound I was looking for this for a long time until someone recommended me the Boids Flocking behaivor and just realize today that it will not work on C3 and the developer of that plugin it's been inactive for many years so I'm so glad that I found this, will be really helpful. Are you planning to make a plugin? will be awesome.

    The option two I see is the most simple to try to comprehend as my knowledge is not that good: I will study it see If I can understand it.

    I have two questions about the second option Capx:

    -How can I include the sizes of the objects into account? example, when I mixed up the instances with different sizes, the big ones overlaps all the small ones. seems like it works only if all the objects are in the same size.

    -How can I just stop them from overlapping only when they are near? example when I drag one object far from the group, it comes back to the group instantly like its lerp to them, can they not be freely moved and only avoid when they are near to the other objects?

    Thank you so much

  • kiko2015 Your welcome m8 I'm glad it Helped you

  • kiko2015

    Here is one way of doing it, I hope it helps:

    https://www.dropbox.com/s/o7cb90xni92v5cw/Link%20Words.capx?dl=0

    Update: Ups!! blackhornet bet me, nice one

    Updated Capx version, much cleaner According to the blackhornet Capx, I learned something new today about combining the names and calling them combining with the expression (&) that was so cool blackhornet Thank you

    https://www.dropbox.com/s/fa6gchagifi1px0/Link%20Words2.capx?dl=0

  • I believe he wanted a constant linear speed. Here's my take on it, using your formula.

    https://www.dropbox.com/s/59lavr8k6xsb2 ... .capx?dl=0

    Hou, I see now!, nice one man

  • Might sound simple but I couldn't find a definite solution in the forum.

    I have a objects that should rotate clockwise around another sprite. The distance to this sprite can vary, but the rotation speed has to be constant. For example the far one would take longer to rotate around the object the closer one would orbit faster, but they would have the same "speed". Pixels per second.

    Any idea how I would go about that?

    tunepunk

    Im not 100% sure what you mean the "far one would take longer to rotate" If they have the same speed they both rotate at the same speed, but see if this can help:

    you can adjust the radius and speed from the local variables

    https://www.dropbox.com/s/spe0gttivvzwhpj/OrbitPlanets.capx?dl=0

    I'd be willing to bet most people here use Construct in spite of it being html5 than because it is html5. I'm here for the event system.

    +1

    I'm here only for the event system Swell, I don't mind what technology it is been used on the engine as long it's working well and stable exporters, saying this looks like Html5 didn't work that well for construct 2, perhaps maybe will be about the time for Scirra to start considering different options, like a lot of loyal construct 2 users have been suggesting for long.

    My personal opinion if I upgrade to c3 it is only for the mobile exporters.

  • SoldjahBoy Thanks so much for your help and the tips, I been playing more with the avoid behavior and it's awesome, I'm pretty surprised that this behavior still working that well when hasn't been maintaining for 3 years jejeje lol the developer of the plugin must be a genius and I think he mention that he did it in a few days awesome.

    Take care

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  • From what I see the motion is like moving along and sometimes they merge. Probably the speed affected by it's own mass size. That is more physics to me and meta ball render looks alike.

    Cool m8, definitely doesn't sound like it's for me, I haven't got that experience thanks for your help

  • You may find an answer here:

    alextro Thank you, I did experiment the whole week with all your examples wich are really cool and a few different ones but still no luck, I posted a video for reference, maybe you could see how it could be done

  • Try doing a forum search for "boids". This behaviour might be what you're looking for

    ~Sol

    SoldjahBoy Thanks a lot , really cool behavior I did tried out its pretty close to what I'm looking for, however

    still has two negative things,

    1-still the balls shakes a little bit but is the best I found until now

    2- I couldn't find the way to toggle it off during the runtime as it's not all the time that will need it to be active, for what I see when is not in need the behaivor, you have to delete the boid behavior to stop interfering with the bullet behavior

    Maybe a video showing what Im trying to do will help: have a look when they are split in more than one ball and they are close to each other, they move smooth in formation to the the same angle without any shaking or bouncing, do you think its posible in construct 2?

    https://www.dropbox.com/s/5cnsfu6cw5yva79/Agario%20Last.mp4?dl=0

  • Hi, How do I Stop overlapping between instances?? I tried all the examples around the forum but none of them works as I need it, Even the rex "push out solid", "bullet bounce of solids " etc...... all of them they start pushing to much pixels away until they start moving weird on different angles, I just need that they don't overlap each other but still moving smooth next to each other, without affecting the bullet angle of motion or without bouncing.

    Thank you, I will leave a capx if anyone wanna have a look:

    https://www.dropbox.com/s/2tg3oz47w0s9svx/StopOberlap.capx?dl=0

  • 99Instances2Go Haha I see that's why I get the confusion as I had a text on the screen for debugging and the sooner I release the mouse left button it was going back to -9, but I understand perfectly now is because if we don't select anything on line 7 will be (touch) false for the next thick and by the time it reach line 5 because touch is false it will reset it back to -9

    I thank you so much for the teaching and for all your patient, you are awesome, I learned and I'm learning a lot from you every day, I now understand more about how the logic works in construct 2.

    I had a problem with trying to store the "prepreviousObject" that had a Master variable true and I didn't manage to do it because it was always conflicting when I was setting a new object as a "Master" as I had to reset at the same time the "prepreviousObject Master" to false, it was resetting both of them the old and the new one to false, you gave me the key now how to implement it.

    Thank you and have a great day

tarek2's avatar

tarek2

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Member since 26 Jan, 2016

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