NoticEmpire's Recent Forum Activity

  • Ah, it seems I misunderstood what the value in the parenthesis did. I thought it referred to the nth instance of the picked instances, not the iid of all instances of that object.

    This is huge, thank you so much for your time and help, glad you are always around to push Construct 2 to its extremes.

  • Hello, I am having an incredible frustrating problem where I cannot check collisions between two objects of the same family correctly.

    My goal is to have a functional 2.5d z-axis within Construct 2, and while I have the basics for collision checking down, updating the z-axis via gravity is proving rather difficult.

    What I am attempting to do is check if a member of the family of sprites with the special variables concerning z-axis, z-height, etc, is standing on top of another member of the same family. If they overlap at an offset that FACTORS IN THE FAMILY-SPECIFIC Z-AXIS VARIABLE then the object ON TOP of the other object knows not to fall through the object under it.

    My main issue is that when using a For Each loop, the instance picked from the family cannot interact with other instances in the family via collision checks because the overlap check will only work on the instance that is ALREADY PICKED - the one selected via the For Each loop.

    I have seen workarounds to checks between two of the same object that require using a second family, but that is undesirable for me as the overlap check refers to a family-specific variable.

    What the hell do I do? Something like this would work if the overlapping object (second/index 1 instance) was pickable IN ADDITION to a set object picked in the For Each loop, but as far as I know that's not the case.

    Sorry for the seemingly overcomplicated issue, if any clarification is needed on what my problem is or what I plan on using the code for please let me know, I am desperate for help.

  • Fixed via switching step mode to horizontal then vertical and by going back a step when overlapping a solid (there is no "is overlapping solid" option so I had to check via families).

    Funnily enough this makes 2.5d top-down collisions super easy to do, so I'm kinda lucky I had this bug!

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  • I have been trying to transition from using the 8direction plugin to CustomMovement for added control and for high speed movement collision detection with the step system.

    Problem is, when I try to push out of solid using the (Nearest) option, the object slides like this:

    And when I try to push out of solid using opposite angle, the object can get stuck on walls like this:

    Keep in mind that the collision box doesnt change at all between animations as the animations are a seperate sprite from the collision object.

    Any help? I have no idea what to do to fix this.

  • All good, I had to remove the directions to be just 4 instead of 8 and then remove the smoothing effect in between them.

    For anyone wanting to do this it's actually super easy, just remove a0 through a3, rename a4 through a7 to a0 through a3, and edit the ina variable accordingly.

    The imperfect screenshots were from edits involving all a0 through a7 still in use with an edited diag value. Turns out just removing the values used as intermediaries works way better.

    Many thanks for your effect and work in the construct 2 community R0j0hound! You don't know how many devs you've helped.

  • I don't really understand what you are saying, but if they are both trying to modify the same effect's parameters then the changes would override each other. You'd need two separate effects.

    If you mean that there are already two separate pulse effects and that the pulse's ripples aren't overlapping, its likely because the effects are applied in order, so changes to the base visuals can only happen for the first effect, the second will apply its changes to the visual after the first effect etc. If this is the case I doubt its possible to have both effects affect the base visual.

  • Found the cause, turns out there was a bug that made arrays impossibly large at an exponential rate, causing rapid increased engine use once it arrived at a critical point.

    I'm not a big forum user, is there a way to delete threads or mark as solved?

  • This is incredibly frustrating because it's likely something I've done and not a bug within the engine, but because it doesn't give any information on what the cause is I have nothing to go off of.

    If anyone has had something similar happen or knows what can create this issue please let me know.

  • Hey, does anyone know what can cause Engine to spike to over 300% in the debugger? In the Profile tab it says that events take up literally only 0.2%, so I'm unsure as to what it is I'm doing that's been causing this.

  • R0J0hound

    The size shouldn't really be an issue, but updating the tileset each time the tiles changed seemed tedious, so I tried looking for a border effect of some kind.

    I ended up trying to use your outline effect instead!

    The effect is really nice, I've made it so the outline size would be consistent with the zooming of the map.

    However, the effect isn't pixel perfect.

    I have no experience with effects but tried to have a crack at editing it and managed to get this.

    However, when zoomed in or out a certain amount It will occasionally get a single tiny pixel off, and given I have no experience with effects I don't know what the cause is or what to change.

    As the original creator of the effect, might you know what to do? Thanks for all your help so far and for creating the effect in the first place :)

  • I'm aware that its possible to check every single tile in a tilemap via a loop and then compare it to its surroundings, but at a larger scale this gives quite a performance hit. Is there a better way to go about this?

    Also is it possible to determine the number of tiles in a tilemap as well?

    Games like territorial.io are able to keep an accurate size of hundreds of players's territory and have borders on a by-tile basis on maps with hundreds of thousands of tiles that can be occupied. Maybe there's some super efficient method I just don't know about?

    Any help is appreciated :)

    Tagged:

  • Nevermind, turns out this was redundant and I could have just used the dictionary object, which honestly works better for my needs anyways. Thanks for the help and have a nice Christmas!

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NoticEmpire

Member since 23 Aug, 2018

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