Everade's Forum Posts

  • 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.

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  • 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.

  • 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