99Instances2Go's Recent Forum Activity

  • That question is flawed. Truly random would also mean 1000 times arround de circle and 9 times arround the blok.

    What you draw is not random, its biased. Luckely that makes it easyer to do. You just need the path to be calculated in differend ways, and having the same amount on succes. The easy way could be this way.

    https://

    drive.google.com/open?id=0B1SSuCVV8v74QklEZ3dMM1prc0U

    But then better balanced, i lost my patience with myself.

  • It does not fall through the solids. It gets pushed through the solids by the move and rotate commands.

    Would you use the controls that go with the behaviour (in your case the platform controls) this would not happen. Since you have the 'default controls' set on 'no' that would be the 'simulate actions'. The Platform controls will not push an object through the solids, because, well, they belong to the behaviour. Thats how its made, and why its made for.

    A car that automaticaly stops for obstacles, (thats a behaviour: it scans the road and will use its own brakes) will get pushed through by a big truck behind it, because the truck does not belong to te cars system.

    So, in youre case, the Platform is not usefull. Since you want 'grid movements', And the Platform is not suitable for that. Just because you cant use its controls, there is no gain in using the behaviour.

    I suggest:

    1/ Dont use the Platform.

    2/ Code youre own falling movement (change Y every tick, dt corrected).

    3/ When a key pressed, first store the current position of the players in variables.

    4/ Then make the move or the rotation.

    5/ Then check if that move is possible by checking overlaps with walls and allready fallen blocks.

    6/ If the move is not possible, fall back to the stored position.

    7/ Spawning will happen on the collisions.

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  • WOW! that capX. 340 Mb. Takes a while to open. Sounds as a warning ? It is. Curiosity killed the cat (me).

    I am afraid there is a problem in the 'Spriter Plugin", but what do i know ? It is (in my opinion) virtual impossible to find ONE cause for the many errors in this capX.

    I really hope for you that there is a better way to handle so many bitmaps in so many differend sizes. Because the project looks AWSOMME. It should be finished.

    May i suggest you take this to the forums. No, may i plz ask you to take this to the forums. There must be someone who knows how to handle this amount of bitmaps in a better way then loading them all at once.

  • double, sorry

  • There is no way to keep fast objects on track in heavy ticks. Lets translate 'heavy ticks' to 'low dedection rates'.

    Remarkable is that the system that calculates angles gives up before the collission dedections give up.

    So, anyway, the objects will indeed fly all over the place in heavy ticks. WITH the current calculation of dt. A correct calculated dt will not change that, but at least 'time' and its expression will be the right 'time'.

  • If a correct time is realy importand then "for every x seconds" will not be trustable. This is true.

    Its no bug, it is intended to be able to pauze the game. That is why time has a dt factor by default. If i have to choose, i choose for 'able to pauze'.

    On the other hand, there are workarrounds.

    1/ Or you use wallclock to code your own time.

    2/ Or you can use the timer behaviour to trigger, and timesscale only the object with that behaviour attached.

    3/ You can also try to convince R0J0hound, because this dude has the skills to make u a wallclock based time plugin.

    The comment about 'teleporting objects' i have to figure out myself, later today.

  • R0J0hound

    Knowing the real dt is helpfull to state the problem. But it does not solve it. You cant inject it in the behavours, you cant alter the time triggers.

    But, you can use it to timescale the system, as in this capX. No plugins in that one.

    https://

    drive.google.com/open?id=0B1SSuCVV8v74dDhld0cwSzhBNlE

    Now everything depending on time is correct, including dt and the time expressions. That also answers fm4fanAT question.

    Your math is way better then mine. You probaly know how to optimize this much better. But i think this is the correct workarround if time is very importand in a game with heavy ticks.

  • R0J0hound

    I can only disagree, sorry.

    https://

    drive.google.com/open?id=0B1SSuCVV8v74MkdPWUlLWWNqRnM

    Behaviors are dt corrected.

    All time triggers are dt corrected.

    Wich is awesome.

    But.

    Time and its expression is also dt corrected. That is the only conclusion i can make, bit i am a nut. Still, look at the capX.

    dt is the Time, in seconds, since the last tick. To calculate this, dt is using Time. But because Time is also dt corrected, dt gets smaller and smaller with heavy ticks, and Time and its expression gets slower and slower.

    I can (i probaly am) be wrong in the explination.

    Yet, i think dt should be calculated with the wall clock. And that is for sure not the case.

    Time has to be dt correlated, else we can have no pauzing game. But with a right calculated dt, that should be no problem.

  • I had troubles with your capX. Its like the frames did't get refreshed. I have no idea why.

    I hope someone will solve that for me.

    So i made a totaly new capX. Since your question is about the timer, that should be no prob.

    Here goes:

    https://

    drive.google.com/open?id=0B1SSuCVV8v74a3lWZEpWQ0tPM1k

    The secret is this: never burry triggers deep down in events. They trigger, no matter the conditions. And you lose control.

  • A bit/kinda/sorta like this:

    https://

    drive.google.com/open?id=0B1SSuCVV8v74c2kwQmVtbXNLYWs

    Buggy as hell and Just 4u to visualize.

    And i meant a Dictonary alike system object holding ALL the Selected Objects List, with preconfigured filters. Not 'library'. Mea Culpa. I apologize for that.

    Run in debug to watch the Dictionary. Its the Dictonary that tells the story.

    (and now i speak directly to you, thx for all the things i learned from you)

  • First you need the complete 'tech-tree' on paper. I suggest you start there. Then make a layout with the complete tech-tree with the right sprites. Ordered in nodes. They easyst will be in way that each parent has only two childs. Now you have a visual tree to walk thru with conditions based on instance variables. If you really want to do whats in the video, then you stand for a huge amount of work.

  • Hope i am allowed to steal this post to propose an other idea. I would like to have a system object in the form of a library holding the Selected Object List. Yes a library with no duplicate keys allowed. This object (a special library object) would be possible to add to the layout more then one time. The object should have 3 properties.

    1/ key: a dropdown list with usefull keys. As IID, UID, etc. (no duplicates allowed)

    2/ value: a dropdown list with usefull values. As IID, name, UID, instance variable,x,y,w,h, .... even none

    3/ filter: all objects, certain object, all but a certain object.

    Conditions as in the existing library object,

    actions as in the existing libray, except the actions that change keys/values. Plus actions like:

    • Is a key changed.
    • Is a value changed
    • Is count changed

    Just a wild idea.

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99Instances2Go

Member since 12 Feb, 2016

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