tarek2's Recent Forum Activity

  • jobel

    Hoh you where talking about the automaticly save I see, I never use the auto save as Im use to save manually in c2

    I was talking a bout the manual save, when I try to save on the cloud it dosnt give any options

    Probably on video looks better: https://www.dropbox.com/s/2na815agcd8qxap/cloud%20save%20bug-1.m4v?dl=0

    other than that you should be able to save to the browser or download a copy, which isn't ideal, but it does work.

    Indeed thats the thing I been doing till now, some times is not ideal as small demos I like to save them on dropbox to load them in other PCs but is ok for now, Im just curious if its some one working on this as I dont hear anything from scirra.

    Thanks for the Tips though

  • usually this has to do with Google Restrictions. it's happened to me a number of times. One time it was for an educational institution, they changed some Google Security that caused this. And another time, something Google did forced me to set some 'restriction' rule that I had to undo.

    I started using Dropbox because it doesn't have these issues and its faster since it doesn't keep asking you to log back in.

    Thanks Jobel

    I use mostly DropBox but there are none available as you can see on the picture its been now nearly two months like this with no options to save on the cloud.

    Something has changed on this last two month that broke everything, also the preview some times it gives black screens swell and it never happened before.

    If I werent still developing on Construct2 this would have affected me quite a lot.

  • I'm still Having Cloud saves problems, it doesn't show any options available, is just black Window.

    Its been a long time now, is this permanent or someone is working on it?

  • I'm like Newt says, I would like to see a proof of how it will protect the graphics or at least just to see it in action to check what you can expect from the software.

    Thanks

  • Hoh that some Grate examples from Rojoh

    Also the old Avatar is back, Grate so we can recognize him quicker ))

  • Haha I think I found it, I tweaked the final result on "relv" and seems to work Great!!

    Finally, I can sleep on peace ))) Nice to see working nicely finally after that long, I really thought that it wasn't gonna be possible and that I will have to drop it and move on, you are genius.

    Rojoh you are the best, sorry for all the trouble, I own you many coffees by now I hope one day you will take it from me.

    Take care and have a good one!!

  • Yeah, Awesome!! R0J0hound that's the one, Thank you so much for all your help and for your time ))) I learned a lot from all your examples, is so great.

    I have just one last question how would I control the bouncing Strength against the (Wall or Balls) they are quite high at the moments, I tried to manipulate the (vx, vy) on the bounce events but it goes crazy also I tried to reduce the speed and acceleration see if it helps on the bouncing but the speed it becomes too slow. I had the same problem with the physics the speed is right but the bouncing is too soft so when they bounce they bounce quite strong.

    Thanks for the notes that helped a lot as I wasn't sure I understood you right the first time that's why I did it wrong

  • Casualty I have been playing with Mazes last month or so and I had those two Algorithm names on the list to test but I managed to do only a different one because I didn't have the time.

    Is the "Hunt & Kill" Algorithm, it works pretty good

    I didn't do any refactoring or anything so not sure if it's needed, I just did it and left it like that, as was planning to come back to them so I will leave it like this see it helps you.

    https://www.dropbox.com/s/o0qb47a05gv8weo/4-hunt%20%26%20kill%20algorithm%20%28maze%29%20new%20animation.capx?dl=0

  • Anyway Thanks to all for the inputs:

    It's good that I didn't have many hopes on this and glad that at least I have solutions from Rojoh for the collision, I just need to study it and tweek them for my needs.

    So if everyone thinks that doesn't need changes the bullet collisions I'm fine with that as long as I have other solutions like the ones from Rojoh, just thinking new devs to construct would find hard to make those systems at the beginning.

    Peace )))

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  • simstratic

    Thanks for all the tips and for taking the time but I already did all that and as I explained once you start tweaking the second part it will mess up the first part so I cannot have both balanced as I need at least on my case. But is not the first time that I have problems with the collision that the bullet has when I tried to use it with different games so is not only this Game that we need to focus, I'm talking more generally.

    eleanorjmorel

    Looks like is the way to go creating your own systems

  • Thanks a lot Rojoh

    I changed the events to the one you described but I still can get the balls to move after another Ball collides with it

    It looks like the "Impact Value to Push the other Balls" Which depends on the Force of impact is still not taking into account or I may be doing the events wrongly

    Here is an example what I was trying do :

    This is what I got so far:

    Events:

  • Woow!!

    "Rohjo" you are a lifesaver this is absolutely beautiful )))

    I was almost gonna give up this mini-project that I wanted to finish quickly as it was getting too ridiculous complicated I haven't slept in a week and again you save me always in the critical moments.

    I'm so glad that you are still around to give us all those cool stuff.

    I'm just having a bit of issue trying to integrate it with the Bullet behaviour which is the one I choose for the Balls movements which you recommended in another thread by using this equation:

    sqrt(-2*1000*-200)

    And acceleration = -200

    As I found it the simplest and I like the results better than the physics

    The mechanic that I'm looking to do is like "8 ball Billar" like the second capx I posted above.

    So you shoot a ball and if hits another ball the impact will make them move the distance depends on how hard was hit by the other ball until they stop, so I guess I will need to calculate starting from the speed of the first ball? and not sure how this can be done.

    Also I'm not sure how to feed the results into the bullet,

    I tried:

    Set bullet Speed To : Self.Bullet.Speed + distance( Self.X, Self.Y, self.X+self.vx*dt,self.y+self.vy*dt)

    Set Bullet Angle of Motion To = a

    And I placed on the sub-events that are marked as "Bounce" and still didn't work I must be doing everything wrong.

    But is not a must that I should use the bullet if this method works the same. As I see there is the dumping ready to use so that could be the same as bullet deceleration that's very clever.

    Probably because I'm tired so I still don't see it clearly how I should approach this, I will sleep and I will try again when I wake up fresh.

    This is what I tried so far

    https://www.dropbox.com/s/ugeq8gceju1vd92/1-nice%20collision%20balls.capx?dl=0

    Thank you so much for your help I really appreciate it

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tarek2

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Member since 26 Jan, 2016

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