WackyToaster's Recent Forum Activity

  • Yes same applies. You'll also have to shift the variable into the family

  • If the npcs aren´t in a family yet, drop them in a family (maybe the player too, but that depends) and do

    NPCfamily on collision with NPC

    How do I make the ai run away from the player

    NPC is moving along path + has LOS to NPCfamily & NPCfamily > NPC --> Find path away from enemy

    I'd also like a little help on keeping the npcs from bunching up or chasing the same food, as well as something to detect when the food they're chasing has already been eaten by someone else.

    Maybe this helps, made that for a similar question. wackytoaster.at/parachute/findNewPath.c3p

  • I don´t have an event sheet but you likely want to look deep into the physics behavior

    construct.net/en/make-games/manuals/construct-3/behavior-reference/physics

    Most likely you want to look at Apply impulse at angle for shooting.

  • I recommend checking the documentation, it should clarify everything.

    construct.net/en/make-games/manuals/construct-3/behavior-reference/8-direction

  • This is super easy to do :)

  • It can absolutely be done. I´d imagine it beeing quite a challenge though for your first game. Especially if you work on it alone.

  • We have a typewriter effect, can we get the same in reverse please for a deletion effect? :)

    (We don´t have one yet, right? Surely I´m not that blind...)

    Faking it with events sadly breaks when used with bbcode.

    construct3.ideas.aha.io/ideas/C3-I-757

    Cheers

    Tagged:

  • I've always asked for, but never seen, a convincing case where something really definitely needs per-pixel collisions and just can't be done with polygon collisions.

    Worms-like terrains and terrain destruction. I tinkered around with it some time ago and it is pretty much impossible. A tilemap works but imo not that well. I had the idea to divide everything into reasonably tiny pieces/triangles. Works ok with simpler terrains but then you can´t really use textures, unless you manually cut it up and individually place each piece. Well if that process could somehow be done at least semi-automatically it would be really cool. Like a "shatter" plugin that sort of triangulates the object automatically into multiple small ones and then allows the pieces to be broken away individually.

    I wouldn´t mind though if you go ahead and prove me wrong about it beeing that complicated, maybe make a worms-type template :)

    But I would agree that this is a rather specific case and isn´t that important on a larger scale.

    (Also that´s kinda offtopic from what OP wrote)

  • The one thing I´d personally find very nice from all the suggestions is animating objects along paths

    Beeing able to drop a Bézier (and maybe a few base-shapes) down and have something animate along it would be extremely useful for all kinds of things.

  • Make your own physics with events !!

    No.

    Construct already offers an entire physics engine (box2d), and most likely, it´s doing it a gorillion times better (and more performant) than I could ever do with events. Not only that, but collision filtering is literally a feature of box2d. (https://www.aurelienribon.com/post/2011-07-box2d-tutorial-collision-filtering) I don´t think it´s unreasonable to request that feature to be made available rather than reinventing a worse version of something that already exists.

    Also that would be a gargantuan task on it´s own if you want to come close to emulating what box2d already does. I may be insane... but not that insane :)

  • Try Construct 3

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

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

    so I wanna make a case for collision filtering (again). "Again" as in this was mentioned a few times quite some years ago.

    construct.net/en/forum/construct-2/closed-bugs-22/physics-disable-collision-via-91905

    construct.net/en/forum/construct-2/general-discussion-17/ignore-selected-solids-workaro-107965

    construct.net/en/forum/construct-2/how-do-i-18/how-do-i-make-certain-physics-110979

    construct.net/en/forum/construct-2/bugs-21/request-example-per-instance-c-110783

    And actually ended up in r123 construct3.ideas.aha.io/ideas/C3-I-68

    But not with the physics behavior... :( And this is really bad when trying to create something with the physics behavior like a physics-platformer. Why? For example: A jumpthrough platform. Generally a very basic and important thing for platformers and kind of impossible to make properly with the physics behavior due to the lack of collision filtering.

    Two platforms that are supposed to be a jumpthrough platform, the player inbetween. And here is the problem already. It´s impossible to set these two platforms collisions individually. The physic behavior has the "enable/disable collision" action, but it doesn´t take picking into account. The result would be that either both platforms are solid, preventing the player from jumping through the top one, or both platforms are not solid, resulting in the player not beeing able to stand on the bottom one. I tried quite a bunch of possible workarounds, but none really work and usually come with their own set of problems. Even more so when enemies should also be able to interact properly with the jumpthrough platforms as there are potentially multiple enemies.

    Obviously it´s possible to work around it, like entirely forgo jumpthrough platforms. But I feel like the problem might just end up resurfacing with other cases. So... please? :)

    construct3.ideas.aha.io/ideas/C3-I-677

  • Get work.

    Beg parents.

    Shovel snow for a couple of people/Mow lawn for a couple of people.

    Fiverr.

    Bankrobbery.

WackyToaster's avatar

WackyToaster

Member since 18 Feb, 2014

Twitter
WackyToaster has 25 followers

Connect with WackyToaster

Blogs