MultipleChoice's Recent Forum Activity

  • lennaert : Nice solution. I would love to see, how you did the z-index part. On the other hand I am not sure you can handle walls/furniture on different levels colliding/overlapping with both players at the same time, when the lower one has to pass through, but not the upper one. Maybe yes, then it would be even more exciting to see your solution. I added the multilayer-feature aswell, as you noted. Feel free to optimize or comment on anything you notice.

    Everade: Did you take a look at my stuff at all? I really hope it helps you man (Wenn ihr hilfe gebrauchen könnt, meldet euch einfach mal gerne bei mir...)

    Passing beneath/above object (being on different floors)

    Finally all the basic features are included. Not using solid-behavior or pushout absicly at all, since you have to be able to pass under walls, which must be colliding with the player on the same floor. (There still can be some reduced even now, eg "guides"). Players can just swap places, like with the wall being put in the foreground or background according to any layers, which is not implemented yet, but easy from here.

    No Solids

    Obviously, you can work more with collisions, also adding solid behavior -- which is more stable and might be necessary especially on slow devices to prevent passing through walls when slowing down to few ticks per sec. --, and just use this method when both players are on different floors, to disable solid temporarily, but enable the collision-control-lock. But I don't know, how many objects you are going to end up with.. it's always good not to have too many collisions, especially, if you plan to play it on phones/tablets. So its a balancing...

    Formula, Family and Harmony

    Also, it is just a sketch, I'm sure it can be optimized a bit. Sorry for any longer Formula, but I try to work with families and relative values, to build up a proper engine with all object types are being easily replaced or added easily, without further coding basically, so anyone can use it to start with. Of course, most of them will be registered, to provide some more transparency, (as I did already in this file). I am also thinking of putting them as a collection online somewhere in this forum, since I really enjoy developing different ones and got a bunch of them by now.

    CONTROL KEYS:

    Player A = AWSD

    player B = L/R/UP-ARROWS

  • Radulepy https://www.scirra.com/manual/143/gamepad <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    and apply 8-directional movement behavior for the car object:

    https://www.scirra.com/manual/87/8-direction

    peace

  • Everade, lennaert, newt

    Just for fun, I enhanced the layer solution. Now the "engine" has all features you need.

    • You can easily register any new elevation type (e. g. ladder, as I already added, or elevator)
    • Different types of walls or furniture (with any size)

    Of course the same can be done with overlapping, but I restricted collision-checks for the 8-dir-behavior and collision checks in the code as much, as I could.

    What do you guys think about it? If there is any part, that can be solved better, still working correctly, I would be keen to know!

  • < guannstar :

  • < Radulepy One way of doing it...

  • marcel1980 : you can get it smooth, just not perfect...

    Still, no idea, when there is a chance to get rid of it completely. The problem has been there for a while now, but was not much noticed, and I preferred coding instead of writing my post about it. It took me a while

  • nice

  • Unnatural20: no idea of an ideal solution, but I export always 44.1 kHz, 16bit, stereo (2chan) (CD standard btw). Never had any issues, use music and foley-sounds intensively. I still have the feeleng, it's related...

    I don't think .mp3, .ogg and all that can be 1 channel mono, so that can def. cause problems.

    So if you guys try to save your wave-files or convert it in this Format helps?

  • Everade : Since I actually never did an isometric engine, I found it interesting to try out, if my proposal works fine.

    So here it is:

    * No Variables needed

    * Good for you to Layout, since you can build your floors on different layers, or even using more layer per floor

    * Complete Floors will set to solid off, and if you even switch off collisions of those families, you will save a lot of performance (way less collision-tests)

    The only issue you have to solve is when the player turns around after colliding with the stairs (on the stairs, without entering the top floor. Now that messes up the right floor actually. That can be fixed of course, but since its way beyond your issue...

    Take a look at the capx-file and Enjoy!

  • @Everade [quote:160patav]can't compare x and y positions.

    Because x and y can be exactly the same on both floors.

    The 1st floor isn't that much higher that i could compare these values.

    Just put them on separate Layers for each floor, and add the condition "if xy position and on Layer (Floor) X". You can have many layers without performance issues, as long, as you don't have effects on them, obviously...

    You can then also just check, if Layer/Floor is identical, or which is above/below, so on... does this solve the problem?

    You can also just disable Solids and even collisions for every other Layer/Floor, saving a tons of problems and performance issues... Only, if the enemy has to check collisions on his own floor, can be a problem, but that can be solved different, e.g. path-finding behavior. Once set, no need for solids. Also you can register not solid objects to be obstacles.

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  • Akillie Very difficult without the capx-file. Can you post it?

  • CaraCul Hi, you might want to check out this thread, very similar:

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MultipleChoice

Member since 25 Oct, 2013

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