KZR's Recent Forum Activity

  • up until this date, the problem remains. I have it since months, and update C2 regularly

  • the point is not placing thousands of objects in a layout. you guys are focusing on the wrong point here,

    WebGL effects and particle effects are not useful to all, and are also potential sources of performance loss. Should we cut those out of Construct 2 by the next release?

    The point here is to make it easier to place multiple instances of a single object just by clicking on the layout.

    I hope I made myself clear now. jeez...

  • You mean kinda how GameMaker have it what object is active it keeps placing an instance of itself where ever you click until you deselect the object. I take it.

    Finally, someone who gets it! I keep reading the most absurd things. I know about ctrl-drag and copy-paste and that has been working for ages, but it's not as simple nor as fast as clicking

    The engine from where the picture was taken was showing hundreds of objects on screen, rendering only on software mode and still keeping FPS >= 30. So please don't say silly stuff like the game will not run, we're not programming for the Atari 2600 here

  • I mean, simply, select an object, click on the layout, BAM! it is there.

    click again on the layout and you place another one. no dragging, no duplicating, no copy-paste. just clicks.

  • The concept behind this idea is very simple. Instead of dragging objects from the toolbar, or ctrl+drag to duplicate, this tool allows pasting multiple instances of the selected object with a single click for each instance, much similar to stamping a paper multiple times.

    Why? It is much faster that any of the current methods. It also allows what I call "brush based level building", which is a thing I really liked in an engine I worked with in the past. Instead of a tile-based approach, where everything MUST conform to the grid, and tiles can not be overlapped, this allows for more organic level building. Below is an example of what this method achieves. The screenshot is taken directly from a game running on that engine.

    The grass part is made of multiple overlapped brushes, one for each tone. This made the terrain look very natural, and not so blocky like a tile-based approach. Putting this scene together took considerably much less time as any of my attempts to replicate the method in C2.

    The last object to be placed has a greater Z index than the first, meaning Z is ordered from foreground to background.

  • Just in case it may help you, I used to work with this engine, which is open source and recreates Sonic physics pretty well. If you can read C code, it might be of help. The code you're looking for is mostly in physics_actor.c.

    http://sourceforge.net/p/opensnc/code/H ... rge/trunk/

  • It works better now, thanks

    I'll keep you posted on any other stuff I may find

  • I'm either doing something wrong or reaching a point where I want the behavior to do more than it can. Either way, if I stop on a slope, regardless of angle, with slope up/downhill threshold activated, and even with high acceleration, I can't move. I updated the behavior to the latest version and left the minimum angles at 0.

    I think I'm not getting the right relation between friction, acceleration and slope factor. If it's not that, HELP!

    See for yourself in the CAPX:

    https://www.dropbox.com/s/xinz6s37qep4aqx/PhysicsYUNOWORK.capx?dl=0

  • PixelMonkey

    Thanks, I'm eagerly waiting. I'm working on art assets in the meantime, so it's not like my life depends on it The behavior is very useful though, and a very solid cornerstone of my game's mechanics. Without it I'd still be breaking my head open trying to figure out everything through events (which I actually did but does not work even half as good and painless).

  • is the jump thing fixed already?

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  • PixelMonkey

    Load the example capx, disable default controls, create an event "on key down/ on key pressed" and assign to it the action "simulate control: jump"

    It won't jump.

    As for getting stuck on slopes, I figure it has to do with the fact that i configured the parameters in such a way that the player will not slide off slopes when it stops.

  • Try and stop on a slope. I also noticed that when switching between solids, sometimes the player object gets stuck in a strange angle if the contact surface is too thin. As if the object picks the poly line further away rather than the nearest one. I'd say It's best to keep a margin of 16 to 32 pixels on every solid to avoid this strange side picking.

    EDIT:

    Also, simulating "jump" with default controls off does not work, object is also not rotating at 90 degree intervals like i selected in the properties.

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KZR

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