Everade's Recent Forum Activity

  • Ashley

    Could you give us the possibility to:

    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 while all others are still colliding.

    Currently it seems to be global only, either it is solid or not.

    Would be really appreciated!

  • I was fearing that already.

    But i'm wondering how else it would be able to properly code a collision check so that you can't walk through which i would be able to seperate by instance variables.

    And so that Enemy AI using Pathfinding does not brake....

    I'm getting lost in this.

    I'm not a coder, so there's no way for me to write such a complicated plugin.

  • R0J0hound

    [quote:1yigiahe]Use instance variables for filtering. With it you can disable collisions of other layers and such.

    Filtering - got that - works

    Disable collisions of specific objects - works

    But i can't find a way to filter "Enable/Disable collisions" or "Solid Enabled/Disabled" for other specific objects (players in multiplayer and enemies)

    I've tested it multiple hours today with all different kind of events but never managed to find something that could help me in this case.

    What am i doing wrong?

    Is it even possible or are those missing event checks not possible to be self-coded?

    My guess is that i'm simply missing something very specific that would explain everything by itself.

    Or it is really complicated

    Or it's simply impossible due MP feature being that young

    Update: just saw that i've added the "Wait" under calling function" but still, it also doesn't work if i move the function call to the bottom...

    [attachment=0:1yigiahe][/attachment:1yigiahe]

    By the way, thanks a lot for your support!

  • There you go

    However no skype, i have way to much to do for myself.

    I'm a beginner myself, i can't teach you much anyways

  • I've made some small improvements to your code and:

    • Edited Origin of player sprite so the player base is at the feet of the player sprite (since it should be the players actual position on the ground in case you walk into solid objects)
    • Added a stone as a solid object editing it's collision polygons. So you're colliding with the stone with your feet location properly

    The "trigger once" will be important as soon as you've added an animation to the character. Otherwise the animation will restart every tick (so you will think the animation will not work but it's actually just restarting the animation about 60 times per second)

    I recommend to download the Z-Sorter plugin from Rex.

    Using this plugin allows you to automatically change the z-order of your player sprite (or anything else that's moving) based on their Y position on the layout.

    So right now in the example i've sent you you will notice that it looks correct if you walk BEHIND the Stone.

    But as soon as you walk in front of it your character will still be behind the rock.

    Using Z-Sorter plugin will help you to get this properly done <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    http://c2rexplugins.weebly.com/rex_zsorter.html

    Personal tip:

    In case some animations are visually exactly the same (for example walking left or right).

    Do not create another animation for it... this will only steal resources which isn't required.

    You could simply MIRROR the animation instead using an event.

  • Awesome art style

    Interesting concept

    Really looking forward to this one.

    The only thing i would recommend to you for now is that you add a simple tutorial or something similiar before releasing the game.

    I was kinda confused at the beginning on how you're using some cards.

  • It isn't that complicated if you have read yourself through all tutorials from ashley.

    I've got an isometric shooter pretty fast to work.

    Unless some issues with syncing the char angle direction and that if i shoot on the client that the host is shooting as well.

    But for now it was more for testing rather than fully implementing it.

    All in all it works better than expected in the first place.

    But you always have to take care that the host is handling everything.... Otherwise players could cheat easily.

  • I recommend creating a player base (an arrow graphic or whatever you prefer)

    Add 8-direction walking behaviour to this player base.

    Add a variable to this base, and create events which check the angle of your player base.

    In the end you could set variables (0-8 or up, down etc.... whatever you prefer) based on the current walking angle.

    That's not that complicated.

    Ones you're done with that.

    Simply PIN your player drawing (animation) to the player base.

    Then simply check the player base variable to set the animation accordingly.

    With that, there's no need to check any button pressed at any given time.

    I found this tutorial which should help you through this process in more detail:

    https://www.scirra.com/tutorials/413/di ... -animation

  • Oh my god.... this was actually planned?

    And dropped again?.... :'(

    Ashley

    If MP was such a big wish, why do you think there's no one actually using it?

    You have to consider that MP games are not that easy to code/design, so it will take much more development time.

    Or do you see that on the signalling server logs?

    However considering the fact that the MP feature is still pretty young, i doubt that there are much MP games out as of yet.

    If you look at the guides, they have quite a lot visitors and it is not even 1 year old.

    Me (for example) have only bought Construct 2 because i knew that it is even able to create multiplayer games.

    I'm currently working on quite a big Desktop Game project which is all about multiplayer.

    So before you're ever going to see this as an actual release or open beta you would have to wait for another 2~4 years maybe. (once i will be that far i will buy the signalling server anyway.)

    I would also be willing to pay a higher price on the signalling server if it's offering me such great features.

    With that dedicated servers wouldn't appeal me that much anymore.

    I think you should still consider developing the multiplayer much further than it is now.

    I haven't seen any updates on it since it's initial release, while i was reading about a few bugs on the multiplayer itself.

    Like not correctly syncing players position due the Local input prediction.

    For some games it might not be a big deal, but other games may be designed were this would be required to be more exact.

    I have some smaller issues my self, but i'm not giving up on it, i'm sure i can improve it ones i'm further with the game.

    However...

    I hope you haven't dropped this idea entirely.

    I guess this was only planned as subscription anyways. It would be freaking awesome to buy such an advanced signalling server for ourselfs to host it on an own server.

    In the end, it's your ultimate decision.

    regards

  • But look at the screenshot of my game above.

    I can't compare x and y positions.

    Because x and y can be exactly the same on both floors.

    The 1st floor isn't that much higher that i could compare these values.

    I don't want to take away the freedom of the map design by simply pulling the floor THAT way higher within a big house design.

    Also i want the player to be able to walk completly free BEHIND the houses.

    Just imagine on the screenshot, that the zombie is standing exactly on the player, but the zombie is on the ground and the player is on floor 1.

    Visually it looks correct. But the engine will tell me that they're on the exact same x,y position.

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  • Ok upon further testing with construct 2, i found a pretty easy way to get the player to a new floor.

    I've simply triggered an event upon reaching the top of the stairs to de-activate the Solid objects on the ground.

    However in a multiplayer environment this would mean that other players walking around on the ground would also be able to walk through all the objects / walls etc.

    Is there any way to trigger such events considering UID's of a specific player?

    Instances or something like that?

    Since the "solid" is a behaviour of an actual object, i don't think so.

    But would this be possible by using a collision check (including UID) instead of changing the solid behaviour?`

    Like "if peerID1 colides with table, ignore" ?

  • In case... they're actually going to work on C3 (i doubt it)

    But let's just consider it...

    Then i would like to know what's going on with our current projects.

    Will they be portable into the C3 engine, or do we have to stick with a no-more updating C2 infrastructure.

    I hope they're still improving C2 for now, rather than working on the next thing already.

    I think a lot of these wishes could still be implemented into Construct 2.

    And in case they're really planing Construct 3 already, it would be more than interesting to know on what their goals on the next engine may be.

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Everade

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