xoros's Forum Posts

  • Hello fellas,

    after reading this post I instantly thought about C2 event system:

    http://www.gamedev.net/topic/650552-functional-reactive-programming/

    I'm developing a 3D game with unity right now and struggle a lot with components structure and restrictions of C#, want to find a way how to program in Unity similar to C2 event system.

  • zenox98 very basic functionality works, but try to use seek method on run time, for example.

    Each time I try to use this behavior in my projects, everything starts well, but ends up into a weird mess and I have to reimplement all tweening with lerp/clamp or moveTo behavior by rexrainbow (which works very well).

  • this behavior is pretty buggy

  • Thanks, I think I understand how it's implemented.

  • I think I get that, but it is interesting how is it implemented in code: is it some sort of temporary boolean or a "class/method" which is taking care of that and how?

    Currently i'm just setteing a boolean true/false - (condition && bolean==true) is triggered, I set boolean to false. Than I have to set it back to true on other condition. It works, but it means I have to create separate booleans for different conditions, which I want to check "on trigger once true". C2 is really joy to work with all its helper functions.

  • Hello fellas,

    Does anybody know how condition "trigger once while true" works in terms of "classical" code. I'm trying to achieve the same effect in Unity with C# using booeans, but I think the way I'm doing it is not abstract enough, so that I have to create different booleans for different conditions and set them on/off all the time. Should it be a separate object/class or something like that?

  • Hello,

    will it be possible to write JS code directly in C2 and have access to all engine classes, methods etc? Something similar to unity script and the way scripting is implemented in unity? C2 event system is cool and fast, but unfortunatelly writing more complex logic is slow (perfomanse wise) and sometimes confusing. I know, there's C2 JS SDK, but it's a different story.

  • Ashley

    Hmm, it is only possible to place conditions above "Is Overlaping", which I tried and it does not work for objects from the same family. Example: family consisting of one sprite but with instances with different local variables (name)

    SpriteFamily.name != Sprite.name

    SpriteFamily Is Overlaping Sprite

    Does not register any collisions.

  • Hello fellas,

    the game I develop right now has about 300 sprites, which act like physical particles. Some of the game play mechanics is based on collision checks between sprites. This particles form clusters, where they kind of touching each other and that's a lot of collision checks, which are redundant and decrease perfomance. I need to check for collision when to particles with different attributes collide, but as long as I do > Sprite on collision with another Sprite - the engine checks for all the collisions even if I specify conditions.

    The question is - is it possible to "filter" collision checks with conditions?

  • Yep, having the same problems - something is seriously broken in this version.

  • Great!

  • iwontnamemyself - you can do it with recursive function, by checking neighbors of the same color. I made an example capx for you:

    https://www.dropbox.com/s/b1i42zwtl4qfh76/floodfill.capx?dl=0

    But detecting custom shapes and doing other match3 magic like collapsing etc is a bit more complicated, may be you can use board series of plugins by rexrainbow.

  • Very intresting, as official multiplayer sometimes does not always work because of router configs.

  • Great news jayderyu

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  • R0J0hound

    Actually I'm trying to implement "collision" vectors of different lengths and directions, to check for possible collisions.