megatronx's Recent Forum Activity

  • Something for plugin makers

    A lightweight JavaScript library for creating particles.

    https://github.com/VincentGarreau/particles.js/

    +10

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  • I was wondering if you guys can add an other expression

    this would return the other instance of an event if there is one

    it would cut down code a ton and would be just plain simpler to use

    for example in a collision event you could make a damage function do

    accelerate towards angle (self.X, self.Y, other.X, other.Y)

    this way you only need to use one parameter for the knockback strength instead

    having to include 2 other parameters for the angle

    and keep in mind this would just be something I would do with it

    it could be a major short cut for everybody

    and would be extremely useful

    Solution is to make a family, which include all *other* objects, pick nearest *other* and do the angle()

  • megatronx Ah, bummer. Fortunately I only need it for the overworld (the game itself is a sidescroller) but if I were making a full top-down game I'd be wary of using a workaround...it's a very important feature if projectiles and enemies and such also use it.

    I actually manage to pull it off pretty well, just need to tighten it up when I get to early beta. Here's a list of collision checks in order:

    Player overlapping enemies

    Enemy overlapping Enemy

    Player overlapping pushable

    Enemy overlapping pushable

    Pushable overlapping walls

    Actors overlapping walls

    This way they rather don't clash with each other, and there is space to include projectiles and other collisions. Thought you can see collisions jagging a bit, but again, I hope that it is fixable. I also hope that later down the line I'll find a way to unify all under one event : Family A overlapping Family B. I went with that first, but couldn't find a way to diversify types of collisions; game is pseudo isometric, with angular walls, so pushing out has to be based on the rectangle and not on circle as R0j0 proposes.

    R0J0hound You use 'for each wall' in your event's. If I use families, do I also need to use for the loop, or family is threaten as all objects?

  • You mean like wall sliding? If you're interested in an event based solution, here is one which is basically an improved "push out" that treats the player as a circle:

    EDIT:

    I posted before your edit. Yeah that would be useful if included in 8-dir.

    Yes, your help was helpful to me too. Unfortunately I realized that to have game working a intended I need to create several types of collisions for several different families and scenarios. And t's working all okeish, but lacks precision ( which is something I'm hoping to work out later).

    Tokinsom Yes, it should be included. Just like push out of solids should be included in all movement behaviors. And as should be many other standard features, as I described in the topic moth ago. I don't buy the answer "it can be done with events", because it makes plugins obsolete.

  • These forums are great, with great helpful people. But c2 does have a lot of annoyances too, so you wont escape spending some more time with it before you guys do what you went out for.

  • C2 is just one big abstraction layer.

    That part in the Wizard of Oz where the Wizard says pay no attention to that man behind the curtain.

    Whats truly surprising is that there are people that choose not to look.

    Speaking for myself, I do look behind the curtain and I do very complex things in c2. What I'm after is making those complex events less of a fiddling around and more of a flow. Right now you have to do a lot of little thing to achieve something basic, that should be included in plugins already. That's takes a lot of time. That's why I see difference between okeish and great tools. Great tool are for example cubase and photoshop. Everything there is tight and thought out, letting the creator purely focus on creativity.

  • The thing with 9patch not being able to rotate could be fixed using a plugin using just webgl.

    You see it's the part about making as many people as possible happy that gets in the way.

    Yes, but i think there shouldn't be a need for workarounds in payed software.

  • Does anyone know why in this simple pathfinding demo the black square crosses over the ends of the red object when trying to move around it?

    Does pathfinding not use the objects collision polygon?

    https://www.dropbox.com/s/h3uamm9f9x34ydt/Pathfinding%20test.capx?dl=0

    No it doesn't. You have to write your own push out of solid. Use search on th forums, there are topics about it.

    I will release it as soon as Ashley gives me permission to post this "unofficial" (for the moment) plugin. It should solve most steam problems

    There shouldn't be a problem in releasing it in plugins forum, as there are already quite a few modded plugins in there.

  • The only advantage I can think of for Dictionary objects is that you can create keys ad-hoc, during runtime and as you write the event sheets without finding the object and adding the variable. I also put objects onto global layers to store game data etc between layouts. The user-definable pretty pictures for each make it easier to find them in events IMO.

    This is spot on:

    > Personally all ways are good as long as they are easy for you to use, and which ones do the job best for certain tasks.

    >

    Thanks! I still hope that c3 will introduce variables catalog thought. It would be so much easier at organizing them, especially with how family variables don't get translated between families families, which to be completely honest could be an option. If not this option, then something else that would speed up workflow. It is all very cumbersome right now. Ashley

  • I actually think that a object with loads of variables is a good way as well as having array in a file you load trough ajax is good too. And dictionary is possibly good too, but I've barely use it, so can't really say much about it. The question is,which one is most efficient? But I don't know. Personally all ways are good as long as they are easy for you to use, and which ones do the job best for certain tasks. For example, I found it easiest to have a dedicated object with boo's for sequential procedural generation, and arrays in file for scripting ai. And again, I don't really know for what purpose I'd ever use dictionary, when all other option are all I need right now? But will find out sooner or later probably.

  • Hi,

    Is support - a plugin for steam controller planned?

    M

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megatronx

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