tarek2's Recent Forum Activity

  • Bravo nice one dop2000

    And mekonbekon

  • tarek2 thanks for the example. I managed to solve it already by limiting how much the second object could turn. Not very pretty solution but worked for now.

    cool man, sometimes the easiest solutions are the ones that work the best haha, I had different Methods half finished so no need to finish them then Glad you fixed it

  • Well since it was ready since yesterday and I was just waiting before posting for that missing info just in case I had to modify it

    I will post it anyway for some else if need it

    https://www.dropbox.com/s/jkfvcw2pie7goo9/GridTileSelect.capx?dl=0

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  • Hi MPPlantOfficial

    Grate explanation, however, There are some possibilities that are still missing is important for the logic that's why I'm asking to take it into account example:

    C3 pressing UP = Wich one will you chose, what are you preference Righ or Left, I see that when you going down you preference is Right like on the example you added (A3 pressing DOWN = B4)

    Another Thing: is there any possibilities that in any horizontal line from A, B, C etc... you will find all squares black? because other ways will have to jump to the next Horizontal line that has at list one green square

  • Hi tunepunk

    To be honest I don't know anything about simulate G-force but just by looking at the Picture and playing with it a little bit I came with this, I'm sure is not what you are looking for but I will leave it just in case

    https://www.dropbox.com/s/4kuazkjfecadsjo/lerpAngleToMakeCurve.capx?dl=0

  • Well, if the behavior had this built-in, it'd probably just add min(Self.Width, Self.Height) / 2 to the LOS range. If that doesn't fix it, I'm not sure what you want the LOS behavior to do instead?

    Ashley First Thanks for your time I know you must have a pretty busy life with the launch of C3 and I really appreciate your time on checking this

    For me will be enough if there was an extra option with the Line Of sight where I could just check that box and add the Range say 300 and that's it without the need of making extra subevents checkings distances + sizes etc.... like on my second capx when I say 300 Range it applies to all the objects equal doesn't matter how big or small the objects are on both sides if the (Gap between) object1 and object2 is 300 then is on Range.

    Is like saying if the distance (between the Gap) of shape1 and shape2 is 300 then is detected. That will simulate more a real-world scenario.

    The Line of sight That we have now is working great for many different Games like platform or any other because don't need to have that precision, but many other Games need to have more precision and more control for when the Action they gonna take place if I would have to use the line of sight like we have now, it would work more as a Ramdon because one object will be in Range at 300 other at 170 other 50 etc.... Meaning no control at all for what is happening in the Game and that leads to an Ai broken.

    I could just use and I wouldn't mind using the set up that I did on my second capx but when you have 50 to 100 or more objects on the screen checking distances putting the Cpu to the roofs and causing the Fps drops doesn't look that good especially if is for Mobile Game

    The Reason why I found this is a good time to ask for this is that you are still working to improve C3 and making changes so I think is a good opportunity to upgrade some behaviors like this. I have C3 license that I haven't use it yet and definitely, something like this will make me jump on C3.

    I'm not sure if it's only me that I have this problem or are others with the same problem but you always say show me the proof so I gave you just a small test of a bigger picture and I think I gave you enough evidence to back up my case and to make the point that indeed this feature is needed. And now I leave you in your hands to decide if people using your Engines needs this or not or they have to work with some limitations.

  • Why not add the size of the object to the LOS range yourself?

    Hi Ashley

    Well, I have been trying to do that for the last 6 month and many more things, please can you show me how you do it if is that simple? because I'm definitely doing something wrong

    Here is a simple example adding the size of the objects to the LOS like you say and still not working

    https://www.dropbox.com/s/7zdz9pltybnqof6/LineOfSightproblems2.capx?dl=0

    And here is another example without the line of sight which is working perfectly, so how do you do exactly this with the line of sight? That's all I'm asking I don't mind to add sizes or anything really as longs as I get the same results

    https://www.dropbox.com/s/3c4z7dcsvev5ph2/LineOfSightproblems3.capx?dl=0

  • That's Grate I can't wait to see the next episodes to clear up a lot of doubts.

    And thanks a lot for the info was really helpful

    Ho yea now that you mention that I forgot to mention all the problems we had it was targeting mobiles and Ipads I hope you can expand on those sections and give us a really good inside on what is the best approach for those platforms

    Thanks a lot, take care

  • Hi Ashley

    Do you have any plans to upgrade The Line of Sight For C3 or even C2?

    Because at the moment is not possible to use it in all the projects even if I really try hard to make it work, this is one of the behaviors that I like most especially because you did a really good job in optimizing it but I'm having a really hard time to make it work in my current project, at last not without doing many extra workarounds Events checking Distances which hurt quite a lot the performance unnecessary just to check if is in the Range that I exactly need.

    At the moment The Line of sight works by checking from Example the first object Origin points 0 to the next Object Origin point 0, this seems pretty unlogic for me as if I wanna make some Actions to happen when whichever object is in range of another object lets say (100 pixel Range) then unless all the objects have the same size this will not work as intended, this means if I have many different objects that regularly grow up or go down in size I will have to make events and actions just to keep adjusting the line of sights of each object just to have that is in range of 100 pixels for each object the same but even doing all this it doesn't work why? I will show you in some pictures at the end of this post so you can see what I mean, so this means that you cannot have, say is in 100 Range equal for all the objects if they have different sizes

    What would be the best is to have both options the one that we have now which is checking from origin points 0 or a new option where includes checking from the (origin points 0+object size) so this way doesn't matter how big or small is the size of the objects still will detect at 100-pixel range accurately without any extra events or crazy setups, as I tried to replicate the line of sight by myself before posting this and I used checking by distances and it hurts really badly the Cpu

    Examples:

    Let's take as example the same I wanna detect any object that is in Range of another object of 100 pixels Range do something

    This is what happens to me all the time now

    The Blue object detects the reed but it doesn't detect the Green-wich is fully smashing his body into him but no detection happens here is like a ghost that is pretty unlogic for me, and for the Green object the same detects the reed but not the Blue same story.

    https://postimg.org/image/35m7npf6qj/

    The Ideal and most Logic will be like this:

    all tree objects are separated by 100 pixels distances and they are all detecting the one that has next to him.

    Green detects Blue

    Red detects blue

    Blue detects both green and red

    https://postimg.org/image/23c156fvkb/

    Do you think this will be Ever possible to implement? will save a lot of headaches, Time and performance as it will not require adding any extra events from our side, just by Adding one more option to the Line of sight so everyone can have the possibility to check or uncheck the option he needs either from (Origin point) or either from (Origin poin+size)

  • Awesome work cant wait to see the next ones, Thanks for sharing with us, there are not many tutorials like this to create assets and characters for Games so keep it up the good work. can I recommend something that you can add on the tutorials, is something that we struggled at the beginning and we looked at hundreds of tutorials but none of them mention it, and is the most basic

    Things like before you start the art:

    What is the size of the canvas that you set are there any rules that you follow? depends on what you drawing? do you set the canvas size according to the game resolution where is gonna be placed? example the game is gonna be at 1920x1080 so do you set the canvas to that size or it doesn't matter

    Can you zoom while you drawing to pint small parts or is not recommended because it breaks the art?

    What is the recommended size for the stroke to draw so it doesn't break after once is placed into the Game?

    How do you export them? and at wich size do you export them?

    And also the same thing for drawing the characters do you draw them at the size that is gonna be shown in the Game or doesn't matter? I had a lot of problems using photoshop because when the art where done and placed into the game all the stroke it was pixeled it was so hard to find the proper rules to follow to avoid that until we switched to adobe illustrator, watched at almost all the paid and no paid tutorials on the internet none of them mention this so will be great if you can explain the base and fundamentals for this.

    Also, +1 to what jobel wrote, I will be really interested in that too

    [quote:12sczhy1]well I think tiled assets is good to go over, tilemaps and repeating backgrounds

    Sorry for so many questions but is something that you cant find anywhere Thanks man

  • I've fixed up a few things but when i shoot it only goes to the right, is there any way i can shoot the way that my character is facing?

    http://www.dropbox.com/s/e77za7hle3l7ip ... .capx?dl=0

    I must be blind haha because I can't see any shooting here <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    That's the only thing I could find referencing to this and here you follow not shooting

    https://www.dropbox.com/s/z1qkyjxot6awso1/shootingProblems.png?dl=0

    On here I just see that you spawning Enemies every 5 sec

    And if the have Line of sight then you trying to make them follow the player but here are the problems what i see:

    1-you moving at the Angle ( X ) ?? and Distane ( Y )??

    https://www.dropbox.com/s/z1qkyjxot6awso1/shootingProblems.png?dl=0

    that's wrong when they ask you to enter the Angle you should enter the angle between enemy and player

    Then on the Distance, you should enter the Speed to move the enemies

    Something like this

    https://www.dropbox.com/s/yi8imvgf4a19e64/shooting2.png?dl=0

    2-You have a conflict between the two ways that you add for moving Enemies, one is the bullet and the other one is the (Move at Angle) so the bullet is moving at the right which is at angle 0 the default angle and then you have where is the line of sight event the (Move at Angle) so both are fighting there for moving the enemies

    So or either you move by (bullet behavior) or either move by (Move at Angle) you cant have both at the same time, if you change the Move at Angle the same as the last picture I showed you and disable the bullet for the enemies and it will work

    Or if you wanna move them by Bullet behavior then you just replace the Action from the line of sight event to

    Enemy>>> Set bullet Angle of motion To >>> angle(Enemy.X, Enemy.Y, Player.X, Player.Y)

    I'm gonna leave you some tutorials to have a look you should read them before you carry on they will help you a lot to avoid future Problems

    https://www.scirra.com/tutorials/37/beginners-guide-to-construct-2

    https://www.scirra.com/tutorials/253/how-to-make-a-platform-game

  • Thank you this helped a lot

    No problem mate

    [quote:3jhzjl66]

    Also do you's know how to get the enemy to follow you i've tried a few other tutorials but they don't seem to work

    I posted some examples on here you can have a look, basically, the simplest way is using the Line of sight and set the Follow range to whichever you like

    https://www.scirra.com/forum/viewtopic.php?f=147&t=196058&p=1141520#p1141520

    or

    Here

    https://www.scirra.com/forum/viewtopic.php?f=147&t=195601&p=1139195#p1139195

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tarek2

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Member since 26 Jan, 2016

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