oosyrag's Recent Forum Activity

  • I imagine you would use a snapping system, when you got close enough, to manually position the object in and disable platforming. Or give yourself some wiggle room so the fit isn't so tight.

    I mean even in real life, if you had two shapes like that that were EXACTLY fitted, it would be hard to connect them. There's usually some wiggle room or flexibility, even if very little.

    It depends on what the goal is. Is it just an obstacle you'll pass by, or is it an object you want to "dock" or connect with?

  • I believe directly adjacent bounding boxes are considered colliding/overlapping. Even if they weren't, rounding errors would ensure that exact fit shapes like this would never actually fit together.

    I've seen some solutions use tile movement, others disable solids/collisions (or adjust the bounding box to be smaller as you mentioned) and implement a snapping system. The platform behavior by itself will likely be insufficient to handle perfect fits like this.

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  • It doesn't work because nothing in a normal orbit has to do with a 45 degree angle between anything.

  • Apologies, the second condition should be len(sourceText) instead of just sourceText.

    This should work without that condition at all actually I think.

  • That isn't how orbits work...

    In a stable orbit, no constant forces besides gravity should be acting upon an object.

    The forward momentum should be preserved and the angle of motion set perpendicular to the angle of gravity.

    The magnitude of forward momentum depends on the distance from the center and the amount of gravity acting upon the object.

    Anyways even if you get the math right, setting up a stable orbit with physics is going to be inconsistent at best. Recommend toggling an orbiting state, turning off physics, and using the orbit behavior when appropriate instead.

  • You can have finer control by making your own typewriter text behavior.

    You'll need a variable or other data structure to hold the source text.

    + System: Every X seconds

    + System: len(Text.Text) ≠ sourceText

    -> Text: Set text to left(sourceText.Text, len(Text.Text) + 1)

    It should typewriter out letters from sourceText until the length matches, and continue if you append to sourceText.

  • construct.net/en/blogs/construct-official-blog-1/remember-not-waste-memory-796

    Although, modern devices should be able to handle 1G worth of vram use. But 600 is still quite a bit unless your project is massive, so I'm sure there are ways you can optimize memory use.

  • This is a very common, classic group movement pathfinding problem, not exclusive to C3, and not an easy issue to solve.

    striketactics.net/devblog/starcraft-1-pathfinding-technical-analysis

    sandruski.github.io/RTS-Group-Movement

    A few options from simplest to most complex:

    A. Use different targets to move to, don't move to the same place, at the same time.

    B. Spread out upon reaching the destination, or triggered when in an undesirable state of overlapping.

    C. Have units attempt to maintain relative distance by slowing down or speeding up while moving. This is a portion of flocking systems.

    D. Implement full steering/flocking mechanics: gamedevelopment.tutsplus.com/series/understanding-steering-behaviors--gamedev-12732

    E. All of the above.

  • 400 doesn't sound unreasonable. Do you have some large sprite(s)? Maybe something over a couple thousand pixels wide and tall?

  • Oh interesting. I was using On clicked object and it was working fine.

  • Events 9 and 10 never trigger, to return engage state to false. I don't know why. Try another trigger approach.

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oosyrag

Member since 20 Feb, 2013

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