tarek2's Recent Forum Activity

  • Or even better can you share a demo? that will be quicker

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • tarek2

    Yes sorry for not being clear enough. I'll do my best. The walls are the grey objects. The black shadow behind the player is actually a sprite and not a shadow. The other black parts are shadows (you can ignore them as they are not part of this question).

    I want the wall to be over the player as you can see in order to make it a little bit more 3d.

    Haha Thanks, we getting there slowly

    Forgive me but its all-black there I cannot disguise the Shadows from the dead black zone, could you colorate the dead zone on a different colour? so we know who is who as I still don't understand how it will ever overlap the dead zone if its always behind the player

    This is one of those tricky ones to understand if you don't explain it with precision

  • Thanks rolandzarmy that's much better

    I'm still trying to follow what you say

    who is the dead angle? Grey object?

    Who are the Walls? Black object?

  • Also, the example that oosyrag for who it is? for people that they been using the engine for at least 1 year as its more for advance people. ibiz could be just a beginner that just starter with Construct so there is no way that you could spect to do those advances things right away but instead, if you had the LOS to "Collision Mask" integrated with C3 then any beginners can start using it since the first day that they started learning Construct and this is by just adding one event

    Enemy has LOS >>>>To >>>>>> your.Object "Collision Mask"

    This is more in line with the Construct Filosofia of an easy to use Engine with behaviours integrated

    That's my two cents

  • The engine does already provide an efficient line-of-sight capability. So it should be possible to customise it to your needs already.

    mm No without hurting Performance huge time, I tried it already before but you have to remove completely the LOS Behaviour and do all the LOS checking by Events, the problem is when you have 50 to 100 Objects that need to use LOS with Events it hurt so much the performance, it will be better to be integrated on C3.

  • rolandzarmy Can you give a visual example like a PNG to what you trying to do exactly?

    I didn't understand this part

    "player overlaps dead angle (dark zone behind the player: where the player can't see)"

    How he can overlap dark zone if it's behind him all the time? didn't make sense to me

  • I'm gonna add some pictures as examples so its more clear what I was trying to explain above:

    ==================================================================

    ==================================================================

    And the same three examples but using LOS to Origin Points

    Se how on the LOS Origin Points example we need to adjust the LOS Range depends on how big is the enemy, this makes it impossible to keep track what LOS Range you should use especially when you have near multiple enemies and all have different sizes, is not possible at the moments with "Origin Point LOS"

  • I totally agree it should be included the option of "LOS to polygon" for the people that need to use instead of Line Os Sight to the Origin Point, as many Games needed LOS to polygon not Los to Origen, Example many years ago I was making a game like Agario and the biggest problem I had is how to detect the Enemies with LOS as each enemy can have different sizes and you cannot use one LOS Range size for all, example one object can have 3000 px sizes while other can have 100px size, so if you have some Ai logic that has to trigger only when you have an enemy at 100 Range then is impossible but if we had the LOS to polygon then doesn't matter how many different sizes the object will have then you can always detect them at the same range 100px for example, I had to drop the project on that Time as it was quite complicated to make it without this feature.

    Here is more visual using the same example as above:

    Player 200px

    Enemy 3000px

    Enemy 1500

    Enemy 100px

    So if I want to have AI to do attack the Player when an enemy is on Range 100px of the Player, then first the player has to have a LOS Range minimum of 1600 so it can detect at least the enemy that is size 3000px

    SO I have to set Player LOS Range =1600

    but here is the problem:

    Enemy 100px Size >>>>It ill be detected at player distance 1550px away not 100px Range as we wanna

    Enemy 1500px Size >>> It ill be detected at player distance 850px away not 100 as we wanna

    Etc......

    This was making any AI impossible to make because you had to create hundreds of extra filtering events due to this problem because this Agario type Game the Enemies are constantly (Growing & Shrinking).

    So if instead, we had "LOS to polygon" then I could have only one Event

    Start of layout >>>> Set Player LOS Range = 100 & "LOS to polygon"

    Then:

    Player has "LOS to polygon" To Enemies >>>>> Actions

    It should be included as is essential for many Games, it can not hurt to add the extra option so people can choose which they need most why it should be limited, maybe its been working for people because they didn't have the option but not everyone had the same luck as I remember I had a lot of problem because of this specific problem and I requested many years ago as you can see here

    https://www.construct.net/en/forum/construct-2/general-discussion-17/plans-upgrade-line-sight-c3-129012

  • Greaver

    Are you testing on iPhones? if so I had similar problems but I managed to fix it, you can read it here

    https://www.construct.net/en/forum/construct-3/how-do-i-8/view-landscape-phone-151204

  • A little project I'm making for a jam. Trying to create a 3D platformer.

    https://media.giphy.com/media/Wm8R8vsZ0ZYo6y56s3/giphy.gif

    Nice Doop looking Grate, anything with Ninjas has high chances to win ))

    Good luck with the Jam

  • LaurenceBedford Np problem mate

    =============================================

    ciko

    It seems that SafeAreaInsetLeft/Top/Right/Bottom functions could solve those problems but they don't work, they show 0 in every situation...

    And don't now why those functions work in Cordova app (for Android with cordova-plugin-android-notch), but don't work in Construct which uses Cordova?!

    So it's possible then? I haven't seen anyone doing this thing yet using Construct

  • Here is one for how to Pick instances directly by UID with the new "getInstanceByUid" that Ashley added, Really handy Thank you for adding it.

    The best thing about the new Pick by UID is that you don't have to reference it first on the scripting with "const Variable = "

    C3P: https://www.dropbox.com/s/8x315bbnfex7etf/Pick%20by%20UID.c3p?dl=0

tarek2's avatar

tarek2

Early Adopter

Member since 26 Jan, 2016

Twitter
tarek2 has 12 followers

Trophy Case

  • 8-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • x5
    Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

15/44
How to earn trophies