eddynardo's Recent Forum Activity

  • You can do that already using variables.

    Or are you wanting solid behavior filtering?

    newt what do you mean by "using variables" ?

    Let me give you an example.

    I have 100 physics objects and a Ground(immovable physics object).

    I separate those objects in two categories, A and B.

    I want objects from A to be able to collide with objects from B

    I want objects from B to be able to collide with objects from A

    I want objects from A and B to be able to collide with the Ground

    I want objects from A to not interact with other objects from A

    I want objects from B to not interact with other objects from B

    How would I do something like that without having a way to filter what objects collide with ?

    This is what the Unity engine uses for example

    You just have a "Default" tag for all objects and if you want something that does not collide with the default objects, you just make a new tag like "Enemies" and it will only collide with the tags that you want.

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  • So I've been using C2 for a few years now, and I've noticed some features missing from the engine. A lot of them have usually a work-around but there is always this one that I stumble upon. There is no collision tags, or collision layers.

    In case you don't understand, I am talking about having objects use a tag that makes them ignore collisions with objects using the same tag or objects using a different tag.

    For example recently I was trying to make a genetic evolution algorithm in C2, similar to this one https://youtu.be/xcIBoPuNIiw?t=30 and I wanted to have hundreds of Physics object overlapping each other without interacting with each other.

    So my question is:

    Is there a chance we are going to have Collision Tags available with C3, or maybe Collision with certain layers only?

    I think this is the only key feature missing from C2, that I would love to see in C3, and I believe that many would relate to this.

  • Never mind, I was looking for a ".c2addon" when i just needed to paste the folder into the plugin directory

  • X3M

    I can't do the first step because I am missing the addon.

    http://imgur.com/a/k5rWu

    How do I install it, where can I find it?

    glerikud

    unfortunately both firefox and chrome return the value Netscape

    This is an old post, but I found that in firefox the axis don't take values from -100 to +100, instead they take values from 0 to +200. So to make your game playable for both chrome and firefox just add a global variable (ex. AnalogDebugNumber) and use it in your axis comparison like this:

    Gamepad.Axis(0,0)-AnalogDebugNumber

    if the player is using Chrome, set AnalogDebugNumber=0,

    and if the player is using Firefox, set AnalogDebugNumber=100

    I hope this helps someone.

    P.S.

    I don't know if there is an automatic way to check the browser the player is using but you can always let the player pick their browser in the game options and set the AnalogDebugNumber accordingly.

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eddynardo

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