LukeWolf's Recent Forum Activity

  • Fengist Thank you for your input and your assistance, I really appreciate it. I already understand that I am going to have to learn some javascript and php in order to be successful here. I do know some javascript but I am still learning it and I have basically next to no knowledge in php currently.

    Initially speaking, I was already considering the fact that I will need a server with php files to speak with github's API. However, this is really raising the difficulty level for me because I have basically no experience in php, I am willing to learn to overcome this issue, but I wouldn't mind direct help of course.

    The email system that WackyToaster told me about here cuts my efforts in half in terms of working out 'an api to talk to github' since it is already there and setting up a little system to send an email does appear to be the easiest way to achieve this. Of course, there might be a better way, and I am willing to improve this as I gain more experience, but for now this will do.

    Yes, the biggest obstacle I have right now is telling my server to allow AJAX requests so I can use the php file on my server so the game can talk to the fire bot. At the moment, I am not comfortable putting my entire game on my server for it to simply make the AJAX requests, which will work, but that means my game is on the internet and I do not want to put it on the internet like that, and not yet, but yes I am stuck with how to make that possible without getting my server to allow AJAX requests from everywhere. Your suggestion seems to indicate that I do not have to do that, and I can just allow it from the game only perhaps?

    As this is very complicated for me, I am willing to speak on a different platform like Discord to make it easier if you have the time?

  • Thanks WackyToaster for finding an easy. I did try that and I just get a blank white screen whenever selecting chrome to open it.

    I am more inclined to go with the web host idea for ease of access, though, just waiting on some web hosting to be approved.

    In regards to trolling, I'll cross that bridge if I come to it. I can always delete spam issues and improve the contact method, but as I'm in early development with few people involved, I'm not worried and like you said you haven't had it happen, so maybe the human being isn't that bad. :P

    Edit: WackyToaster - The email guide I linked explains to export to html5 project. Is this required? Can't I just export it to nw.js and then request the URL for the c2mail.php file?

  • I did find this:

    construct.net/en/tutorials/sending-email-construct2-1068

    There's a lot of web hosting and FTP though, but is there an easier way to do it?

  • Wow WackyToaster to the rescue! You found something that could very well do it! I completely missed this in my searches. I was constantly trying to check for api integration so I can incorporate ajax (still learning how to use this plugin since I have not used it before) somehow to connect to github to create an issue.

    I just tested fire.fundersclub.com and it works perfectly.

    Now I just have to design an in-game form in Construct which is easy but I am not exactly how to do the events to send an email. Is it possible?

  • I have had a look, but it's very foreign to me and I have to learn a lot. I'm just not sure where to start.

  • Hey guys,

    I've been searching everywhere but I cannot find anything remotely that can help me with how I can do this.

    I want to be able to create an in-game feature where players do not have to sign up to github to post feedback issues like bug reports.

    I'm really struggling to find a start with how to do this.

    Can someone please show me how to do this or at least put me in the right direction?

  • This helps a lot! Thanks again!

  • Thanks so much for your help, WackyToaster. This greatly helps me.

    Just one more question: what's a good way for me to push any objects out of the itemdropper the correct way? Some of spawned items are still overlapping the item dropper when they stop moving. Is there a way to determine the position of the itemdropper so I can use the physics to continue moving away from that position until it is no longer overlapping?

  • Hey guys,

    I am trying to work a concept out.

    Basically, this can be used for opening chests or breaking things open or maybe something that needs to split into a lot of pieces:

    dropbox.com/s/xju8qeis8lpll6i/Spawned%20Objects%20coming%20out%20and%20are%20pushed%20away%20from%20still%20objects.c3p

    Here is my problem though:

    The objects are set to go into any direction and if they are overlapping another object, this is then run again until it is not overlapping.

    I have been trying to work out a method to tell the object to move away from the object they are clashing with (or from any other item so it is not overlapping other items), but I cannot work out how to do it right and I cannot find the answer anywhere else.

    Can I please get your help on this one?

  • Hello.

    I know it's been a while but I just wanted to share that I have worked out my problem.

    I was not able to do this even with collision filters. Instead I removed the idea of using solids like this all together and instead had to use a helper sprite to detect ahead objects that were not solids but did not want my characters to move there.

  • Nice. I'm in the same boat as you in that regard, except I'm using C3, mainly for convenience and I like the dark theme. I've got like 5 ideas on the table for games. This is the first one I am taking as seriously as I should. :P

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  • > Hey GeorgeZaharia

    >

    > Thank you for your interest. I understand you wish to have a look.

    >

    > Please go to this link I have made available: https://www.dropbox.com/s/9upzsaiuaorva6p/Chomp%20%27N%27%20Cheeky%20Unsaved%20Maintenance%20Version.c3p?dl=0

    >

    > This is my current version after the fix I made. Please check it out.

    >

    > I have not read your entire post yet because I have to go out. I'll be back and have a proper look at what you're saying.

    Cool, thanks il upload my own version on a personal link, u can remove urs from public view, also, i just noticed this says Solved in title yet the last commentary you posted about being "solved", i sort of skipped it(my bad). il try simplify ur movement if u didn't already i guess and get back to you.

    took a quick glimpse at the movement, is a bit overworked but it does what u intended so it should be fine.

    but u could just added pathfinding behavior to the Clamp, and go with a logic somewhere like when he has line of sight on player find path to player and make it move towards player along the path every time%speed where speed = anywhere from 0.1 to n which would make him look like is doing tile movement pattern.

    Hey George. I just read your post. Your initial explanation in your first post seemed a bit unclear to me. Yes I do plan to make this type of movement uniformed across all character objects, and I do feel like I am overworking the tile movement. I'd say this is because of the combination of different AI: Patrol vs Chew vs Chase vs not moving onto Obstacles that I have to consider.

    I did consider the pathfinding behaviour a few times. But I kept coming back to the tile movement behaviour since I was not confident that the path finding behaviour would deliver exactly the type of movement I am wanting for my game. However, I would really love to see your suggestions to improve it, regardless what it is, if it's good and it works well with what I am after, I'll implement it and give you credit.

    My opportunities for development in getting better at Construct is to stop over-complicating basic functions because often I would put in extra conditions in for an action that is not necessarily required. I try not to do this but sometimes because of how Construct works I have to provide additional work-arounds. For example, you will notice before my clamp moves, his angle snaps to exactly the correct angle. This is because despite my attempts to stop his rotation when he faces a certain way, he will miss the angle he needs to be at or he will be off by a few degrees which ends up causing other bugs. The same thing happens with snapping his axis to exactly the silhouette's. If I don't do that, it might be 0.00000001 pixel off, so the event for chasing Cheeky will not run because it's not the same. I like the idea of checking his position in comparison to the the silhouette in pixels because doing it tile based seems to conflict because the image of the CHARBOX objects are different sizes (which seems to cause a slight misalignment despite the fact that all tile movement behaviours are set to 32x32), rendering checking position in such a game to be inconsistent, so I need a more consistent approach. At my experience level, I found that this was the best thing I could up with. It's also comforting to know that my characters are perfectly travelling and fixing themselves accordingly. However, I honestly believe this is the difference between my personal experience with Construct's engine as opposed to most people on this forum such as yourself. I am always very open and interested to listening to feedback about how I can improve my projects, so if I share something I am working on, do not hesitate to provide your recommendations because I want to learn. =]

    Cool I'm glad that you managed to find a fix there, I wasn't able to mess around with it :)

    Thanks! I wish I could private message this but why do you choose Construct 2 and not Construct 3?

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LukeWolf

Member since 14 Jul, 2015

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