Everade's Recent Forum Activity

  • It took me a bit of headache hahah, but I think Ive nailed it now ... again, the power came from simplicity ...

    Weird really, every time I run into something that takes way too long to develop, I find myself adding tons of booleans, vars, objects and what not .... just to get 1 thing working lol

    Generally taking a step back and looking at it a day later helps enormously.

    I just got myself out of sync somehow.

    So there are new issues now ^^

    It seems like the floors of the players are messed up, because on the player1 screen i saw player2 driving through the walls without any issues.

    While player 2 was actually on the top of that floor, but i've got thrown out for some weird reason.

    So it's pretty messed up right now.

    I've had actually the exact same issues on my own engine, before we came in touch here

  • MultipleChoice

    Yes i've examined yours as well.

    But i haven't tried to implement your solution into my engine as of yet.

    Because lennaert s solution was pretty specific based on my current engine i've built.

    So it was way easier to get it implemented.

    I'm not planning to release my game on any smaller device, it's currently being developed for PC only.

    Also it is planned to support at least 4 player online co-op.

    So implementing your idea into my engine would basically require it to be completly rewritten.

    For sure i'm going to take a closer look at yours as well. In the end i'm simply searching for a solution that simply works and is stable without any further sneaky bugs like the current ones i have.

    If construct 2 would simply offer a more advanced solid system....

    So we could ignore specific objects to be ignored on specific solids. That would be the best solution i can think of.

    I've suggested it already and there were even some other developers who would be interested into it. But since the Construct 2 team is that small, i don't think that it's ever going to make into Construct. At least not Construct 2.

    No matter what, it seems like building a proper online multiplayer iso engine will take months if i'm heading forward with the same development speed. It's really a freaking pain.

    But i'm happy that i've recieved some great support from all of you guys.

    Thank you

  • Yea please let me know if you've got it to work.

    I'm on it the whole day already and all i've achieved is a big ass chaos.

    I even broke some of my stuff which was perfectly fine before ^^

  • I've recorded a video with another issue of yours

  • lennaert

    I've implemented your idea and tested it under most conditions.

    But it's interfering within a very specific scenario, which actually could happen quite a lot.

    Well, it really depends on the situation and how you do the collision check.

    For my test i've created a rather big sprite on the Players position.

    It's my OverlapMask which should check if i'm currently colliding with any object on a specific floor.

    During my tests, i wasn't able to get it to work without using any Overlap Masking, since it seemed that the player was never really able to overlap anything as it was colliding already... i don't know what's the exact issue on that.

    Whatever...

    Let's say Player#1 is walking into an object or a wall... Now the OverlapMask is always in touch with this specific solid which has the same .activelevel instance as the player.

    Which means, it would trigger "Solid Enabled".

    Now if Player#2 on a different .activelevel comes by, he will collide with this solid because it will stay enabled as the Player#1 is still overlaping this object.

    Player#2 will be able to walk through as soon as Player#1 stops walking into the object, other than that it will stay solid forever.

    Do you have any idea how this could be worked out?

    I really wasn't able to get it to work without this overlapmask (which isn't solid by the way)

    In your Tank Game it seems like you weren't using anything to overlap, but for some reason it triggers properly for you while for me it doesn't.

    Or are you having the same issue?

    [attachment=0:kynm8sgq][/attachment:kynm8sgq]

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  • seriously can't find anything related to "pushout solid"

    where is it ?

    --------

    Update:

    Nevermind... found it within Custom Movement.

    "sigh" if i knew that earlier ^^

  • it actually works ;:O

    you're awesome!

    Gonna try to implement this on my game now

    About the stairs, upon my testing it seemed to be the best idea to create 2 overlap sprites, one for going up and one for going down. The distance of these 2 should be big enough so that it's impossible to overlap both at the same time.

    With that you can ensure that you're always on the correct floor.

    Like my sketch on my very first post

    That worked perfectly fine for me.

  • Schon klar, dennoch können deutsche Tutorials sehr hilfreich sein.

    Vor allem bei wirklich schwereren/technischen Tutorials wo die Meisten der deutschsprachigen Bevölkerung Mühe haben dürften.

    Nicht jeder hat einen Abschluss in Englisch Niveau C2

    Ich persönlich komme mit Englisch recht gut zurecht.

  • MultipleChoice

    lennaert

    Thanks a lot for your constructive feedback and ideas.

    I will try your ideas and will let you know if it actually worked.

    I still don't think that your idea will work thought lennaert. From what i've tested so far the collisions were always global, no matter what i've tried.

    On my previous tests, ones a Peer walked to the 1st floor, all deactivated collisions of objects on the ground were set.

    So there's no way that any other peer could colide with anything placed on the ground anymore, unless with the activated objects on the 1st floor which shouldn't happen.

    Also not by filtering using "pick Peer where Peer.UID = Peer.UID"

    But i will give my best and just test myself through your specific example.

    This may take some days weeks, but i will reply within this topic and let you guys know what i've achieved

  • Beaverlicious

    Ich hab mir vor ein paar Monaten mal die Mühe gemacht 2 Tutorials von Ashley zu übersetzen.

    Insgesamt gibt es sehr wenige Übersetzungen, geschweige den eigene deutsche Tuts.

  • lennaert

    Thanks for your "thoughts", that was actually quite interesting!

    I've mainly done what you've listed down already.

    Peer, Objects and Enemies do have a .floor variable to determine on which floor they're currently at.

    But i've not determined the allobjects family.

    I may give it a try.

    And about your:

    allobjects opactiy 100%
    allobjects collisions enabled
    else
    allobjects opacity 50%
    allobjects collisions disabled[/code:1jac6jlq]
    
    If i'm not mistaken then "collisions enabled/disabled" is still GLOBAL, so according to your code that would mean that all objects would activate and deactivate collision each time something walks into an object.
    [b]But you forgot one thing.[/b]
    Your idea says "allobjects on collision with player"
    well... collision does not happen anymore if it has been deactivated. Which means it would never trigger.
    The only way i could actually do this is to check sprite overlap. [b]But activating collision on overlap does NOT work. You will be able to walk through the first object you're overlapping.[/b]
    
    I'm also still not using any Z as offset at all.
    I've simply set a variable "peer.floor" to 1,2,3,4 etc... so that's already the minimum of data to be synced.
    (I still don't understand why everyone gets this offset stuff started. Is there anything special about it? I just don't get it)
  • spongehammer

    Yeah i've actually seen it yesterday.

    But that would mean that i would be forced to set normal objects to chipmunk behavior. Such as the player / enemies etc...

    Which again means that they all have at least 1 mass.

    Which also means that they will fall down the whole layout (i'm working on an isometric project, so there's no solid floor).

    Next to that, at least i guess, it will eat a lot of perfomance since it will process up to hundreds of enemies with their physic behavior on.

    Maybe i could workaround their mass by applying some settings, but still... it's everything else than the best solution.

    In reality, i would simply require a check for objects and or solids.

    That's it.

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Everade

Member since 24 Jun, 2014

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