Everade's Recent Forum Activity

  • 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]

  • 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.

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  • 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.

  • For me the missing features are more important than the number of objects on the screen at any one time. And although its nice to create particle type systems with physics they are not a priority

    I can only agree.

    In the end, particles could be created by visual design only, rather than implemented physics.

    1.a - Collision Filtering! It sure would be nice to say, hey these objects only can collide with these and so on allowing for easy environment manipulation and complex behaviors.

    I actually require this, other than that my whole project could be dropped.

    However i never thought that this was actually bound with the physics ?!

    I require this feature for complex tasks within a normal environment, simply picking specific objects instances to collide or not collide with other specific objects / solids.

    Is this ever going to be implemented into Construct 2?

    I really wonder.

    Global collisions are really... really strict boundaries for any game designer/developer.

    I might work well with simple platformers, but anything else could get into trouble.

    However, i'm really looking forward to any updates Construct 2 is going to get in near future.

    For now, i will test R0J0hound his plugin.

    Maybe my struggle and problems will vanish with it

    Thanks

  • Construct 2 always calculates an approx of the memory usage which is shown at the very bottom of Construct 2.

    If that would be enough for you, simply delete all other layers and Construct 2 will tell you an approx of the usage.

    Just make sure you've made a backup of your project / you don't save it like that.

    But i think it's the easiest / fastest way to check it per layer.

  • smassa

    I'm sorry but i still don't understand the need for setting a Z offset. (maybe i don't understand offset at all...)

    However i appreciate your help!

    I have already a stairs event, so i simply set a player and zombie variable to check the floor.

    With that i'm able to determine wheter the zombie can see me or not, and if i can shoot them or not.

    That works all just great.

    The issue is that construct 2 is missing that i can IGNORE COLLISION OF SPECIFIC OBJECTS WITH SPECIFIC SOLIDS.

    So no matter which way i choose, it's simply impossible unless i code my very own collision system.

    Currently i've go everything to work.

    • I can walk upsairs, the second floor will be displayed
    • I do not collide with objects on the ground anymore ( and opposite )
    • I do collide with objects placed on first floor ( and opposite )
    • Zombie and Player floor check works for line of sight and shooting like a charm

    So yes, i got it all working

    But not for multiplayer and not for AI

    Solids are simply lacking features. It's either solid or not, GLOBAL

    That's it, and i can't find a way around that.

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Everade

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