haypers's Recent Forum Activity

  • Great ideas, oosyrag and R0J0hound. I think I have some ideas to try now. There is a feature request for collision filtering already out there, I can't find the link right now but I saw it during my search.

    It had about 10 backers if I remember.

    Thanks for everything! If anyone else has any other ideas throw them in here. But those are satisfying enough answers for me. It's nice to know for sure that exposing the filter through JS isn't super feasible. That was my big question.

  • I know R0J0hound worked a lot with alternate physics engines. Do you know a way to expose collision filtering into the physics behavior, or what would you recommend?

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  • GeoffB Thanks! Good idea. I considered that too. It's nice to know that it works.

    If your project is one that you are comfortable sharing or sharing parts of, I'd love to see how you did it.

    Either way, I think I'd like to add more 'second floor' features over time, so it would still be nice to have collision filtering. Does anyone else have any other ideas?

  • I will soon be returning from a long trip, and I'm excited to resume game development. I'd like to polish an old pinball game project.

    The next major feature I wish to add is the presence of ramps like you would seen on a traditional pinball machine.

    While balls can pass under the ramp just fine, if they enter the ramp they only collide with the ramp until they exit, not colliding with the obstacles below the ramp.

    From my understanding this would require collision filtering, and I'm told box 2D supports this feature.

    Basically you can create and modify groups of sprites and objects that collide with each other or not.

    Unfortunately, from what I can see C3 does not yet pass this support to the user, likely due to it being a bit more complex than the average user can take, and the physics behavior is already pushing the boundaries of novice user friendly editing.

    Is there a way I can get collision filtering into my game, perhaps through hand coded JS blocks that expose the groups? I'm all for add-ons, but all the topics I've found are years old and from my experience some add ons make the export to mobile prosses a bit more janky. I don't know JS, but I can modify example code. I want to learn.

    What solutions might I look into?

  • I could never get google to work for me either. I think that it only works after export if you have signed up to be a google authentication distributor, and I could never figure out their user interface. I use the email and password login for my users.

  • Hey Peeps! A lot of you are using Rex's firebase plugins. I thought I would post here to let you know, that these four plugins have been updated to have the new JS module support:

    drive.google.com/file/d/1XiQxfsYW7OFi4bnPNZPycOEukNOwV43O/view

    Big thanks to Game Soul for this. You can check out the history of how this all came to be here: construct.net/en/forum/construct-3/plugin-sdk-10/erens-ported-plugins-modules-159391/page-2

  • You will want to implement some basic velocity and acceleration physics. Rather than letting the character move at a set speed when you press a key, have a variable called velX and velY for the character. Tell your character to move velX distance left/right every tick, and velY distance up/down every tick. When you press up, increase the vely by a little every tick, and when you press down, decrease it by a little every tick. Same for left and right on velX. Then lower both velocities by about 10% every tick to get natural deacceleration. This will make him slid around, and accelerate smoothly.

    .

    you can multiply the acceleration numbers by a speed variable to change how fast he is.

    Tweak the numbers how you see fit.

  • GameSoul! The new plugins work great! Thanks so much! They still can't be minified in any way, or construct gives you an error. But I can confirm that they are working. Thanks for your hard work!

  • Thanks so much, GameSoul! You are a life saver. I'll try them out today, and let you know how they go! My offer for some compensation still stands. haydenoje@defectivelegends.com

  • GameSoul, if you could do that, that would be amazing. If you could get the plugin updated again with module support and the ability to be minified by the compiler, I would gladly pay you a little money for your time!

    Thanks for the response.

  • well, Eren, thanks. I know you put a lot of work into plugins like this. And I have debated buying something like that already. My thoughts are that I have already made the game and used the rex plugins for nearly a year now. Changing to a new plugin would take a lot of time, regardless of how similar they are.

    I also want to make a good firebase plugin that other people can use without needing to pay. If it's not worth it that's fine. But I would look into updating those few.

  • Hey Guys! I've got a small problem. Or maybe a big problem. IDK. I have this super cool game I've made (itch.io, google play, construct/scirra arcade), and I would like to keep working on it, but I am using plugins that are ancient. My game uses 4 of Rex's Firebase Pack. You can download all his firebase plugins here: Link.

    All these plugins still work if you put your game into classic scripting mode, and don't minify anything, but soon the ability to switch to classic mode will be removed, and I would love to be able to minify these things.

    If this is an easy fix, I'd be happy to do it myself. I don't know how to take these scripts and compile them into a plugin file or anything like that, so any help is great.

    I am also open to paying someone more talented a little money over Venmo or something for the necessary modifications, if they be willing. I don't know how hard or easy it would be, but $40 sounds reasonable to me right now.

    They just need to be updated to the most recent JS formats basically.

    The plugins I use are:

    Authentication - to connect a user's email and password with a Firebase user set

    APIv3 - general Firebase stuff, I don't really know, you just need it for the other to work.

    SaveData (saveSlot) - To store user data to firebase database

    LeaderBoard - To house the player leaderboard data in the same database

    I don't own these plugins, but if we could update a few, it would really be worth getting them on the plugin store page for free. I've seem some expensive products that do the same things as these, and I wish they where more available to developers.

    Note that a lot of this post is a repost from two other threads, but after a few days, I've had no luck in them. I though I would try one more time here in a dedicated topic.

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haypers

Member since 10 Mar, 2018

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