Ruskul's Recent Forum Activity

  • newt I love your posts on the forum, always so short and to the point. makes me laugh

  • > enable/disable collisions of solids by Pick

    > What i mean is that you can set- that specific sprite instances (enemy AI or players) ignore collision with specific solid objects

    >

    I second this! A white/blacklist would be so helpful. I have a platformer project that could really use this feature.

    +1

  • Honestly, I love c2, but I think architecture could be greatly improved upon. I want to see better scalability, plugins from event sheets, a real option for those who like scripting, modding of core files, and the like.

    I know c2 is made by a small team, and so my comparison to unity is never fair. But it is worth pointing out all the things that make one environment great and another okay.

    I sure would like to see export that isn't html5 and jscript...

    Mostly I want all this because I like c2, but I can only use it to make small games/prototypes. There is too many issues with jank (I know these aren't all c2's fault) but jscript kinda sucks for games.

    I'm in nomatter what, but here's hoping for c3 (and not 3d c2, but a better construct for 2d game dev)

  • Even if dt is used properly in all aspects?

    I once thought I was doing everything right but my game would still act different on 40fps compared to 60fps. It turned out, here and there there was somethings that should have been scripted different.

    I wish fps wasn't tied to monitor hz

  • Without digging into this, my hunch is that you wouldn't be able to do what you are saying. I don't know much about either of those plugins, but they each serve a specific purpose. I think it would be like trying to control physics behavior from the platformer behavior. If you wrote something from the ground up, it could be done if the platforms support it, but honestly, you probably need to open the plugins in a jscript editor and have a look. 9/10ths of the work would be to understand what is being done and how, and then to see if it could be supported as one plugin.

    -1 to me for a very vague answer... lol

    TLDR: you need to know jscript in and out to do this and know the platforms.

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  • Hello everyone,

    I am curious, is there a good way to pick a tile in a tilemap from an on collision event?

    If you have a bullet and it hits a tile in the tile map, how do you calculate that? On collision event just returns the tilemap but not the x,y coordinate of the tile. As it turns out, usually an object colliding with a tile is not in the same tile space as the tile it is hitting (ie floor(sprite.x/tileSize != colliding tile.x)

    Does this make any sense?

    This is part of a discussion here:

    The question is very easy, but the answer is hard.

  • Tile map would be better to use... though that brings up an really big problem. How do you know what tile in a tilemap has colided with the bullet. I think you have to run some complex case scenarios with basic trig involved. If you can get it working without the tilemap first, you would be in a good spot to tackle it using the tilemap. I just spent the last 15 minutes trying to use the tile map and there is no quick and easy solution unless I am missing something.

    I asked a question here that if answered will solve the problem:

  • Somebody - shoot, I didn't think about the performance on browser sort of thing... ya, the whole make this pixel this color at this point thing might wreck performance....

    spongehammer - That is what I want most of all... I just realized making a shader could probably work. you could use certain colors in the sprite to denote index, and then swap those colors out with a selected palette. probably not great to use this effect on everything but I might look into that!

    retro pallete webgl shader.

  • R0j0hound I was afraid that would be the case.

    Checked common_prelude and yes, thank you very much! I don't know how I missed that. There is some very nice goodies in there!

    I just read through the polygon overlapping functions... I was hoping for something that would enable me to find surface normals and point of collisions... but is doesn't seem to need to calculate those things.

    Thanks!

  • Colludium - That is what I'm looking for. I had a post about finding surface angle (normal) a while back. Ashley asked why I needed it but then never got back. I am pretty sure the system could tell you this info, I know physics can tell you this as well, and I can create it myself by mucking about with object sensors and different object types with a known slope on one side.

    I just prefer elegance though. and any system I make requres alot of placing of objects in the editor.

  • I used to have a system that monitored dt and set multipled it by an arbitrary scale of my own devising...

    Basically I would scale anything dt related by this in order to perceptually slow down the game while running at low fps.

    I also used it in a physics game in order to stop the built in limit of 30fps from changing timestep... then I realized it can be changed in the behavior without a problem (exposed a new property yay)

  • +1 ... It was super annoying when new to c2 then I kind of got used to it... But you are right, having to juggle the last few events is annoying.

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Ruskul

Member since 23 Nov, 2013

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