CairoCreativeStudios's Recent Forum Activity

  • Sorry to anyone that may be interested in this project in the future. Really, I was wanting to test the limits of Construct 2 on my own the way it is, and what I've deduced is that it's much more complicated than it needs to be to bring full Mode 7 implementation into Construct 2 the way that I'm doing it now. I'll work on a plugin instead that can do this. The reason why I want to do it is because, with Construct 2, there's almost limitless gamplay possibility. I want to harness what Construct 2 is normally capable of to control something a relatively three dimensional world. I don't plan on using Q3D for my implementation of such things, and will do the programming myself. If you want to check back on the status, just go to my website, where I will be releasing news of my projects : KiiraGames.weebly.com

    So, I've been working on some logic that when implemented, will efficiently display 2.5D graphics. Mixing this with the Mode7 effect makes some pretty good results, but I'm having some issues trying to figure it all out correctly. Right now, I have the camera, X, Y, and Z coordinates etc. worked out quite nicely, achieving smooth results for viewing the 2.5D world. The way I designed it should allow for some much more complex situations, so I'm hoping to mix the ideology on it with the polygon plugin to make actual objects in 3D space for better map designing (Right now I only have sprites displayed in the 2.5D world.

    Like I said, all has been going nicely, up until this point. I can't figure out what the issue is at all, but I know it's fixable with some modifications, I just have to figure out how.

    Right now, the rotation of the camera and positioning of objects according to the camera is based off the angle between the Player sprite and the Object sprite positions on a flat layer. The player moves the way I want him to, but the objects don't move at all, rather having sprites that are displayed according to if the object is within the player's viewing angle. This much is functional, and this is the line I used to calculate how it would be displayed:

    ViewportRight(0) - ((ViewportRight(0) * 2/360) * (anglediff(player.Angle, angle(ObjectGroup.X, ObjectGroup.Y, player.X, player.Y))*(distance(player.X, player.y, ObjectGroup.X, ObjectGroup.Y)/1000000)))

    To explain what this much does, basically, I take the width of the viewport (avoiding static numbers so I can change values without it breaking) and subtract it by half of the viewport divided by the maximum angle and multiplying all that to the angle difference between the angle from the Player to the Object, and multiplying that by the distance from the object to make a more realistic angle smoothing.

    I've got it set up so that if the object exits the limited x distance, it will disappear. Because of the way anglediff works, if the object is moved behind the player, it will begin to move to the center of the screen as you're looking around. So, basically if the angle difference between the player and the object is 90 degrees, it will be on the side of the viewport, and then I made it dissapear after that.

    Again, this is all fine, until the player begins to move forward.

    The way I fixed the incorrect x positioning based on calculating the distance between the displayed sprites previous X and it's current X, so if it's moving opposite of the direction it should be, it obviously isn't going the right way, and needs to go away.

    But when the player moves away from the object when looking away, the angle difference is actually increasing the way it should if the player was looking at it, because the player is looking away.

    So, maybe I could fix it by calculating the angle between the player and object? But that didn't work because of the latter line of calculations that positions the 3D object. It'd be easy if I could just say if it's not within the angles that are the limits for the objects rendering, it'd disappear, but this doesn't work.

    If anyone has done anything with 2.5 D to this point, please help me out with some idea of how to do this. I've tried my hands at 2.5 D already a couple times, but I've never came this far yet, so this is exciting me, and I don't want to get stuck. So if you have any ideas, please help.

    [EDIT] Okay, so my problem was in the player's rotation which I found out by displaying the look of the layout as it would be normally. The angles were off making it so you had to look at the objects from a side view in order for them to be centered on the screen. Simple fix, though it took a while to troubleshoot. It's working fine now, using relatively the same logic except that I changed the line posted above to:

    ((ViewportRight(0) * 2/180)) * (anglediff(player.Angle + 70, angle(ObjectGroup.X, ObjectGroup.Y, player.X, player.Y)))

    I didn't need to calculate distance for the viewing angle, so I took that out. It looks better this way, but I'm sure there's a smoother way.

    I also used Construct 2's normal Line of Sight behavior in order to check if the object in the world is visible, due to the fact that the angles were correct. Changed some Mode7 values, added depth of field and fog like effects. Now it's time to work on further implementing the Z axis.

    Thanks though, to any help offered! I actually tried following a Mode7 tutorial made in Construct Classic, but it wasn't giving me the results I wanted. I want legitimate X, Y, and Z axes. In combination with array I'm hoping to have a complete 3D engine specifically for Construct 2, furthering those goals depending how far I get. If it comes to the point that I can make modifiable points in 3D space, I will create a program that lets you make a Construct 2 3D object using array to JSON and back type of stuff.

  • If nobody can give me an answer, I believe I've found a workaround. I'm not sure why it's not working, but downloading the Array I'm using as a JSON and then using the file chooser when I reopen the Admin terminal will allow me to keep my progress, I'll just have to manually restart the server, which is a bit of a pain. I think I might just make a batch file that does this for me. Thanks anyways, if anyone does reply, it's appreciated.

  • Here are three I have found that seem to provide ads for html5.

    NativeX - http://nativex.com/monetize/

    appOptim - http://www.appoptim.com/referral/index.php

    appnext - http://www.appnext.com/monetize.html#websites

    I have never tried any of them so I do not know how good they are. If you do use one of them you will probably have to create an extension for them which you can also sale in the Scirra web store for additional income.

    Jason

    Yeah, if you know how to program in HTML5, you should definitely go for this alternative, because it's much more profitable. Thanks though, bluefire, I might just follow your advice for additional income!

  • Hey, pertaining to your game, I can tell that the reason you set the controls up this way is probably to make them similar to a controller. I think this should be user adjusted of course, but I like them the way they are, the game is really nice and smooth, and the art is awesome. You've got some good stuff here and I back you all the way. When you've got a little more done on your BEAT'EM UP game, would you mind me reviewing it and promoting it?

  • Construct 2 is an HTML5 game engine, so you can use normal website ads with it using Pode's Iframe plugin, which you can find here:

    I don't know about any networks exclusive to games, but things like Google Ads will work for this purpose.

  • I haven't had an issue with Construct 2 as of yet, but for some reason, though it seems simple, the Write File action in Node Webkit does nothing. I'm not sure why it doesn't, though. By definition, Write File "Write some text to a file". Do I need to call the save dialogue in order for this to work, or do you think I'm having an issue entirely different?

  • It worked thank you.

    Sure thing

  • scirra.com/manual/107/ajax

    That should get you started.

    Thanks, I was a little slow in my reply."

    You see, the great thing about creating applications for PC, you can also integrate them in websites. So, if you create a word processor, you could also make it for web use.

    Construct is all you need for these things, you just need experience using it.

  • This can be done pretty simply, but please explain in full the complexity of what you're wanting to do, I may be able to help you in getting it figured out. I'm actually using a lot of functions like that in my own game, consisting of fully functional logging in of users, uploading of information, custom characters, custom maps, etc.

    Construct 2 is a very versatile engine if you know how to use it.

  • Ohhhh...ok I got it working now. What I was missing was the event object is outside layout --> destroy, without that my enemies kept spawning on layout.

    Thanks bros.

    If you want to make your life a little easier, there's also a behaviour you can apply which does this for you.

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  • Oh and if you want Construct Classic, here's the SourceForge download: http://sourceforge.net/projects/constru ... e/download

  • In my experience using cocoonjs as export is much better and convenient. It gives better performance. You can check my game for reference

    Link : - play.google.com/store/apps/details?id=com.jj

    I would agree, but Crosswalk is also a nice one too if you want to take that route. I use Crosswalk for my games and don't experience much of an issue in performance on most devices, but it's a known fact that CocoonJS performs better.

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CairoCreativeStudios

Member since 22 Feb, 2014

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