ggibson1's Recent Forum Activity

  • jeffige

    I do the same sort of thing in my game... I turn the physics off right after they stop moving.

  • What behaviors are you using on your objects? Are they all necessary? Are they all necessary all the time?

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  • Can we ask Ashley some how?

    If Object.PickByUID gets a reference to the instance without iterating them all, then PixelRebirth is right, just keep using onFunctions with the PickByUID action on param0. Otherwise, someone (me I guess) needs to look into building the behavior described in OP. Which will be time consuming.

    Clearly he will say you are wasting time on micro optimization.

    The events are intentionally a subset of a traditional programming language. That is why they advertise "no coding required". For those that want to "do coding" that is what the JavaScript SDK is for.

  • jeffige

    Glad you got it working.

    One thing to keep in mind is that Physics behaviors eat up performance so unless your collectibles actually need physics you shouldn't add the behavior. By default sprites move right through each other... they trigger collision events, but they do not stop or slow each other down at all. So if you are seeing them effect each other it is because of either a behavior or events causing them to actually "touch" each other when they normally do not.

  • Ok then I do not know what could be stopping it. Without Solid or Physics behaviors objects have no "body" to them to do any stopping... it must be something you are doing in an event.

  • Are you using the Solid or Physics behavior on your collectibles? If so remove them / turn them off and see what happens.

  • There is no easy way to replace one object with a new object and have all the events properly change over.

    There is also no way to create the events without the art asset(placeholder or not).

    I have not tried using Spriter yet so I cannot speak to how that effects things.

    I do have thousands of events and do use the "replace object" option from time to time... mostly I do not need to because most of my events are in functions that refer to a Family and Family instance variables / behaviors instead of a specific Sprite or whatever even if the Family has only one Sprite in it... that allows me to separate the logic from the individual object types.

  • The thing I HATE about construct, is I can't create my set of controls/behaviors/game logic without art. I'm the type that likes to get the logic done and working and connect the art to it later.

    What does this mean?

    I built my game with placeholder art (static single images instead of full animations) until recently when I bought / made all the art and replaced the placeholders with the final art.

    Do you mean something different from that?

  • Use a different set of angles when they are within X distance to the target (e.g. 350 to 0 and 0 to 10 means look sideways when far away but 280 to 0 and 0 to 80 means look sideways when close)... also can change the speed of how often they change direction when close vs far.

  • The biggest thorn in my foot, its complicated math, i dont know how you guys would use sin() , cubic(a, b, c, d, x), qarp(a, b, c, x) etc

    i still have problem with lerp and clamp

    Math is just another Logic language like coding.

    Start simple. Make a capx whose only purpose is to use sin or cubic to move something around and look up simple examples on the internet and recreate them inside C2.... do it over and over until it clicks in your heard what it is doing... after first getting it to work play around with the inputs (a,b,c,d,x) and see how they change the output.

    You can also go to places like (http://www.khanacademy.org/) to learn math in a more simple way.

  • Sure C2 can teach some very high level programming concepts. I meant you don't learn how to do a lot of things yourself which in turn make you a better programmer and more confident in your abilities. Like...probably half of the feature requests I see are for things you can already do with events, but people don't even realize it because they rely so heavily on behaviors and never learned the code. The solid exception feature megatronx just brought up is a great example. People using other engines have already made that feature themselves decades ago with no trouble whatsoever...meanwhile we've been begging for Ashley to add it to the behaviors for 2 years now.

    And sure you can still make your own behaviors with events but I bet you half this community doesn't know how because no one posts that sort of thing...they too just use the behaviors. Thus they are forever stuck in that "noob" phase and limited to the behaviors feature sets.

    I just saw you stated the same thing a little later.

    My question is why do people not spend the time to do this? Events is just as much a part of C2 as Behaviors.

    In the game I spent the past year on I wanted a cross between physics behavior and platform behavior... everyone said "those two do not work well together"... well I spent about four weekends learning to MAKE them work together with events... I learned a lot about C2 during that process and I MADE the computer do what I wanted it to do... and that is how I got good at computer programming back in the 1980s... I refused to let the computer win... Logic + Problem Solving + Trial & Error + Experience + Bull headedness?

    ANYONE can become a very good computer programmer by refusing to let a problem beat them... by time they get it figured out and working they have learned a lot and have become better for the next problem.

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ggibson1

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