Jase00's Forum Posts

  • I'd love for this to exist in C2. +1!

    There is perhaps a really messy way of making a workaround involving the plugin "Canvas" or "Paster", you could load external images into a sprite, paste it into the canvas, then load the next image and paste that into a new canvas. Canvas's keep individual image data. The only reallllly messy thing would probably be trying to make animations.

  • If you make a very intensive loop, it can cause the game to freeze whilst it does its processing. This freeze means it is making sure that the entire loop completes in 1 tick, and when completed, it will go to the next tick and the game should unfreeze. If your game is not freezing when using big loops, then yeah that's pretty weird lol

  • I'm currently in a position where none of these problems affect me, but I do understand where everybody is coming from.

    I think Construct 2 is an ace piece of kit, the event editor is the most comfortable thing I've ever used (minus 1 or 2 nitpicks but it may be my own lack of understanding), and honestly if money was an issue to boost Construct 2 development in simultaneous areas at the same time (Or PERHAPS an exporter, or maybe even just have a guy that can monitor critical bugs in exporters that get reported on the Scirra forums and they can be heavily on the case to the developers of the exporter) , then I'd totally back a crowdfunding strategy.

    Still though, Scirra have had a job offer up for quite some time now. Who knows what that could bring! Perhaps Scirra could push that job offer out a bit more (Assuming they haven't yet). Or who knows, maybe Scirra have received many applications already but they just aren't up to snuff to be chosen.

    It's shocking to see some people reacting this way. I totally understand why and it is definitely warrented, I have lurked daily for ages and have seen things kind of crumble a bit the more things get added (It's great to have things added, don't get me wrong, I guess the more features (esp plugins,exporters), the more work for Scirra to keep things stable), and users that were once ecstatic about Construct 2, are now being more firm and critical about the software. Iuno, kinda sad to see things going this way at this moment. I hope things brighten up soon >.<

    tl;dr Do Kickstarter, offer flying monkeys for £1,000, watch the money pour in.

  • I'm British and I can't even find the first clue. Absolutely preposterous!

  • JohnnySix

    You know, I've never thought of that before. You've put my mind on a good path, I think I can come up with a workaround. I could have a Parent object of the Item, with 2 different physics objects paired with it, and the Parent item can position to the appropriate one when it needs to. I guess the only downside would be that whenever I add a new item that is a different shape, I'd have to add the Item's image 3 times (or the two physics ones could just be an invisible polygon but still). But it just might work. I'll have to try that soon. Thanks for the inspiration!

  • Ahh man, I really appreciate you taking the time to check it out.

    I'm figuring the reason that multiple instances share the same collisions, is because of performance and efficiency issues, but man it's so important to my project, the hit may only be bad if there's like 100 objects at a time. But ehh... hopefully there's a solution.

    Again, thanks spongehammer ^^

    I'm still hoping there's a stupidly easy solution to this.

  • That's awesome! I hope I've been clear though, I've tried a lot to have multiple instances behave this way, and I mean I've tried a lot. It'd be awesome if I was making a stupid little mistake all along somehow but I feel pretty confident that there's a limitation to Physics. Hoping I am wrong though

  • Well the hole would be just sitting there, placed in the Layout editor, with no behaviours or anything, just a square shape that is overlapping the ground. So yes, in design time So you have something that actually works? :O *excitement intensifies*

    By the way, I'd post diagrams + capx's but am currently unable to.

  • Hey, thanks! I have made many different attempts with new capx files, sometimes I get the illusion it is working (like, 5 items are resting on the ground, then I spawn one above the hole and it will fall into the hole whilst the other 5 items actually stay on the ground, which is how it should work) but the only reason they were staying on the ground was because of the glitch I linked above (So, the 5 resting items need to move away from the ground to actually disable it's collisions according to the glitch). So yeah I fail

  • TheDom

    I laughed hard hahahaha

    My picture is a photo of this guy's dog, whom takes a lot of photos of his dog with different objects placed on him. Don't know the guy or the dog, but I have a lot of photos of this dog. Awesome dog tho.

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  • Beaverlicious

    WAR OF THE MONSTERS! I loved that game so much, it was so different and was awesome to play with 2 players on!

    TDark

    MapleStory! I am from the UK but still have a Global account since I made one before MapleEurope existed. So addicting. I actually set out to make a fangame of it in Construct 2 (Vid

    if you're interested) but gave up on it Not sure how I feel about the amount of jobs that have been added though lol

    Okok anyway, my list in no particular order...

    1. Team Fortress 2

    2. Left 4 Dead (and 2)

    3. Portal (and 2)

    4. Sonic series

    5. MapleStory

    6. GTA SA (Especially the multiplayer mod, SAMP)

    7. Ape Escape

    8. Jak 3

    9. StepMania

    10. PaRappa the Rapper

  • Hey there!

    I have been intensely trying to work with the limitations of the Physics behaviour's collision system and have come to a point where I'm certain I need a little bit of extra functionality. I am offering £10 (or hopefully a little bit more) via PayPal as a donation for helping me out. Not sure if it's considered fair for the work required or even much money. I'd have waited for the Scirra store business, but, well, perhaps this takes a while to develop and I could purchase it from the store when it gets released )

    [Below is a simplified hypothetical situation, not the actual situation I hope to use it for]

    Say we have "Item" which is a Sprite with Physics behaviour on it. We have "Ground" which is a immovable physics sprite, and we have "Hole" which is a simple square sprite that goes on the ground. Now, if Item is overlapping "Hole", I want it to disable collisions between Item and the ground.

    1st problem is a glitch that I have reported here and have been told that it can't be fixed. If the Physics object is close to a ground and becomes disabled to the ground, it won't take effect until the object moves a bit further. That's not the main problem though, I managed to create a strange workaround involving modifying the Physics behaviour's settings to allow assigning multiple Physics behaviour onto 1 Sprite. It works, but if this could be somehow worked around without needing a 2nd physics behaviour, that'd be awesome. ^^

    So say we have done my workaround, this means my item will correctly collide with the hole and fall through it (sometimes the physics behaviour will react first in this scenario and will bounce off the ground rather than detect the hole first, is this fixable? Making the Behaviour behave AFTER the event sheet?). Problem is, if I had multiple instances of the Item, and one is overlapping the hole whilst another is about to land on the ground, then there's a problem. Turns out that all instances share the same "Ignore Collisions" rules (Even amongst multiple physics behaviours within the sprite like I'm doing, meaning if you disable the ground collision for "Phys1" behaviour, it will also disable it for "Phys2" behaviour. Hope I'm making sense here.), rather than having their each individual rules. The absolute main thing I need, is to allow each instance of a physics object to have it's own "Disable/Enable Collisions" table within the behaviours code, without sharing it across all instances.

    Is this request unrealistic or unfeasible? Is this a possible thing but performance would be hit astronomically? I'd love to have any explainations and information. ^^

    Many thanks!

    The more I read about this, the more excited I get ^^

    Could there be a section on the forum or some other sort of system for people to request things? I have some plugins+effects I'd request but not sure where/who to ask

    This is awesome!

  • Dang, you clearly put a lot of effort into your project. Sad to see you retire on it. Very neatly organised btw! My events and groups look like a wreck.

    I'd be curious to see what was causing the problems for performance. If it's only the fact you have lots of sprites and animations, then hey, I feel your pain; I have a retired project and another project that I have paused on, both were RPG games with lots of different equipment and lots of frames, with the addition of having multiple players that could each have unique clothing equipped. This means you would have to load all the equipment frames into different sprites, which is bad because I'm pretty sure that all sprite images will be loaded into the RAM when you run the game (Sure, Layout by Layout loading exists, but that doesn't help this situation, because you'd need to load/unload different sprites on the go rather than always having every single sprite sitting in the RAM ready to be displayed).

    If you were to use Project Files to store all the sprite images, then the problem would be that once you use"Load image from URL" to get the sprite, it will replace ALL instances of the sprite (this does make sense why it happens but it makes this a problem), so you cannot have multiple characters with equipment unless you done some crazy workaround like have 100 empty frames in a sprite and then pair the frame number with an equipment (Goodluck having animated equipment).

    I've thought of a solution involving using the neat Paster plugin and Project Files, but I have currently shelved the RPG project so I haven't tried it out.

    The reason I mention these "Project Files" ideas is because afaik they do not get loaded into the RAM unless they are called. (If I'm wrong and they do get loaded into the RAM, then I'm stuck)

    But yeah, reading other things you've said, it's pretty clever that you prevented the need for a "helper" sprite and can just use the Dog sprite for the platformer behaviour and all, but I think that it would still have been a better choice to use a box helper sprite. You say it makes it complicated with the AI and that it works better handling multiple dogs if you are just using Dog sprites, but that kinda confuses me. If you did use helper sprites or just a dog sprite, in both scenarios, wouldn't you still be using "For each" meaning you'd not really have a problem handling multiple instances?

    I don't know what you already know, so sorry if this all simple stuff: If you were to store the UID of the Helper Sprite in an Instance Variable within the Dog sprite, you could then do something like "For each Helper" and do all the AI on it and within that foreach loop, you could do an event like "Is Dog Instance Variable "HelperUID"=Helper.UID" then Position dog onto the helper. You could always do an "On Helper created" or "On Dog created" and then create the opposite and store the instance variable so it's a lot more simple to add a new dog into the game, then volia! Multiple individually behaving doggies

    Sorry for massive post of nonsense, I am aware you've given up and moving onto a different software. Send me a link to this project though, really curious to check it out! Goodluck in the world of UE4