GeorgeZaharia's Recent Forum Activity

  • I'm going to be busy next year ( the whole year), I've got some things to do in life that are going to prevent me from working on this plugin. So the best way to do it is to release one last version that's stable and holds most features.

    so the 0.6 is released yet or is just the announcement?

    all features you added are great, i cant wait to test them all out

  • Glad you liked the Demo and if you bookmark it I will be updating with more tricks as I go along.

    Oh and Merry Christmas and Happy Holidays!

    I shall, Merry Christmas to you too friend!

  • good template, really works good.

    but as usual, most of times, C2 physics brake the collisions due to the speed and step iteration.

    why i say that?

    every time i tried to create a C2 physic based game or tested physics none worked as good as expected, one issue that always happen, if the collision doesn't brake due to the speed, then the speed dumping will take a straight line instead of a gradually decreasing speed of the current angle and fall natural.

    bellow image shows the trajectory of c2 physics in no matter of what type of condition, it might get altered and minimized but is always going to be as the black line shows, which is always will try to find the shortest and straightest line instead of curving and slowing over time, as normal physics and real physics will do. it might get close to the green sometimes but will always brake if that happens. if its not the angular damping then is the speed iteration, and so on.

    edited:

    i found the r0j0hound's physics plugin (chipmunk) reacts much better, however it has some weirdly snags where it shakes on slow speeds.

    but your example still stands better then most examples of pinball, great job.

  • Took a break from C2, now I'm back and seem to be blanking on something that sounds easy enough.

    So, how do I draw a dotted line from point A to point B?

    im guessing you are talking not about a sprite like above,

    use for"x"

    from your x starting position

    to target x position

    for"y"

    from your y starting position

    to target y position

    .

  • set animation frame to abs(self.8waymovement.angleofmovement/45)? does that work?

    and the speed of movement or rotation needs to be set to 45 degrees interval or 360 degrees rotation, never 90 degrees interval unless you divide the angle by 90 and show only 4 frames. cause 360/45 = 8 , and you need the rotation to happen on 360 degrees to show all the frames.

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  • *** Enjoy and happy merry-christmas ***

    Merry Christmas Senpai! Hope your well!

  • randomly or R0J0hound , any idea why is the CM physics has the jerking in movement at low speed? im experiencing some weird "shakings" i bet its from stepping however if i decrease the stepping mode everything falls apart. since accuracy detection wont be handled with precision anymore. Any tips?

  • I have allready fixed this.. and sent by pm...

    my bad then il have a perfect fake 3d pool game.

    also the one im using is the spheremat? i think, cause glsl wold make a surtain black to be transparent and a surtain red/dark red to be transparent, but i found a % around the transparency in C2 and it worked, however im using spheremat, cause the rotation stop and the ball effect still shows even if no rotation is applied.

    many thanks FX Senpai!

  • Gigatron

    How to fix this? Padding

  • I keep coming up with little ideas for games and start making them, but they never seem to turn into anything.

    Does anybody have any ideas for simple little mobile games, or show me any current games that I could adapt because I can't think of a good idea that will actually work.

    Thanks

    you have a tool in your hands that allows you to create any content you want without very much effort, and all you need is imagination.

    you can make a game from absolutely anything, i mean anything. just use your imagination, it doesn't have to be a "proven gameplay" / "successful/good idea", as long as it is playable and you do something inside the game.

    if you cant use your imagination, then the tool you have at disposal its pointless. im pretty sure you have a little imagination that can be put to work. your a smart person

    P.S

    unless the following quote applies: "i will write a book, all i need is a writer to do it for me, and a publisher to sell it for me." then this post you made makes sense.

    P.P.S but as you said, you are doing tests of little ideas, the only problem is you stop yourself on publishing them, you never know what is good unless you let people see it. so just put it on internet, people will tell you if its good or not, even if you think its not going anywhere.

  • u can sell the game yes, you cant give them the source i think

    _Edited:

    As Newt said, yes you can do sell everything you produce with C2 if you got a license ! but the ones who buy it they have to contact scirra to get a license in order for them to resell the source game i think. since the rulles are simple, you make a C2 game and want to sell it for cash, you need a license. The buyers if they buy a C2 game and resell the source then its falling in that terms i think, but not if they only take the game like you said compiled formats.

  • place bullet origin to right side of image ... then measure for its x position or distance from bullet position to the target bboxleft in your case it should detect the collision on the neck of 1 pixel.

    however, you have to keep in mind, that for each machine the game runs, different game behaviors and performances will happen, you cant expect on a old rig to get the best performance as on a top edge PC same applies to mobile, the users experience is as good as their hardware, you can only build the game for a recommended HARDWARE specification. no1 will expect the game to run perfect on a Macintosh for example the '84 released one!

    that means, even if you get the collision on ur pc on 1 pixel distance, others might not get it as you!

    what you need to do to avoid that! is used in multiplayer prediction system! where you take in calculation the PING user has/ in this case you have to take in consideration the machine cpuutilisation and FPS it runs at/ then predict when the collision wold happen, and make it happen 1/10 of a time faster.

    even so why wold you need pixel perfect collision on a game? you can fake the perfect collision with visuals, no player will notice it!

    the tutorial Asmodean suggested could fix your issue, but will raise others and complicate more things that i bet your game is based on solids and bullets. which you wont be able to deprecate the usage of the behaviors, just because of the pixel perfect issue!

    real question is: Is the 1 pixel collision really that important in the gameplay your building?!

    P.S personally never seen a 1 pixel collision system that works perfect, not even in big games from big publishers (EA,Ubisoft,etc) (not even ARMA 2-3 make exceptions they have realistic physics but not pixel perfect collisions)

    in flash maybe you could do that easier? but in HTML5 and in C2 game performance is as good as the machine runs on! im back to that point!

    in end its pointless to search for pixel perfect collisions. you will see later on.

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GeorgeZaharia

Member since 30 Jun, 2014

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Blogs

  • Construct For Dummies - Simple Tutorial Collection

    I scour the Construct forums for users tutorial requests, and create small quick and simple tutorials using Construct's defaults features so anyone can use and apply them.

  • My Dev Logs

    Thinking on games 24/7 is fun and waste of time and unproductive if we don't bring those game ideas to life. In this blog im bringing my game ideas to life and log their development process.