Everade's Forum Posts

  • Everade Thx for taking some of my point on board. I agree with rest of your aditional points, but I think you agree with me too that online must wait till we have a stable and streamlined local environment.

    I totally agree.

    But a good idea however might be to increase the SCIRRA team with additional developers who will be working on additional projects/features such as a dedicated server for example, while Ashley would be able to work on the c2 environment itself.

  • The longer i've worked with Construct 2, the more i've realised that it's rather impossible to create an advanced mobile game without having major performance issues.

    So i've started to develope a PC game instead.

    So for me as well, rather than trying to improve something that's relying more on mobile hardware than HTML5 / Javascript capabilities to achieve better results on mobile. I would suggest to look forward to the real an original gamers. (PC, Mac, Linux, Consoles)

    Just look at The Next Penelope, Cosmochoria or Airscape.

    It would be great to see more original C2 games getting available on steam, and on consoles in near future!

    No one talks about mobile games after 1 year of it's release...

    Looking forward to:

    1. Expanded solid behavior so we can turn solid objects in relations to other selected objects.

    2. Menu and inventory object. Of course we can program it ourselfs, but it would be great to have BASIC tools we can work fast with, removing mundane tasks. An decreasing the amount of events. I would say that the most games are using these objects.

    3. A stable and well performing DESKTOP EXPORTER pc/mac/lnx and next-gen Consoles!

    4. A useful lighting/shadow system to immerse players into visualy and atmospheric better games

    5. Isometric tools!

    Construct 2 is a 2D game engine... some of the best games in the past, and still today, rely on an isometric layout! Currently working with C2 it's a pain in the *** to work on anything that's isometric. Giving us helpfull tools would be a relief for everyone working with it. And maybe attract others to give it a try.

    6. MYSQL connection tools. Give us the possibilites to set up a secure connection to a SQL database and let us use it as a library and saving option.

    7. Dedicated Servers!

    Looking forward to the next generation of Constructers

  • Ok, so you say zheight is just a player variable

    I don't understand why you always want to change the objects y position... but ok

    Here's a screenshot so you can see a better example, i have outlined the floors so you can see them better.

    There are currently only objects on the ground and the player is at the first floor

    Could you please explain me which event i can use to make a player avoid collisions with SPECIFIC SOLID objects (ground walls, table, chairs, bench, cupboard)?

    I mean sure, i can simply set a variable to the player to indicate that he is standing on the 1st floor now.

    But which events do i have to trigger to avoid specific solid objects?

    Or do i have to create an own collision system because it won't work with the solid function?

  • Ok.... uhm wait a second.

    I've searched myself through the whole scirra forum and tutorial page right now, and was not able to find anything similiar to what you've just said.

    There's Z Order, correct, simply telling Image 1 is VISUALLY above image 2. I'm using that... that's fine

    Then there's X & Y

    These are simply the position on the whole layout.

    X is left to right

    Y is top to bottom

    I've searched myself through the construct 2 events as well.

    Also through available plugins.

    But there's nothing that gives me the possibility to place something on top of each other that ignore anything that's under it.

    So for example ignore all Collission objects or whatever.

    Have i missed anything specific?

    Or are you only refering to playing the player by Y higher at the layout.

    Because that wouldn't help me at all.

    I'm sorry, maybe i'm just to dumb to understand what you mean.

    But i really wasn't able to find anything at all.

    There's nothing such as Z Height nor Y Offset to represent a different level

    Thanks in advance for your patience with me ^^

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  • 1. I don't think so. It would be awesome, as i'm looking forward to it as well.

    The only thing that scirra is currently offering us is either their own "official" signaling server as described above. So you don't have any control over the signaling server itself

    Or what's pretty new is that they're now selling a license for your own signalling server so you can host it on your own one. But in the end it's still just a signalling server.

    2. Yes i think that should be possible, so you could (for example) synchronize all the player data as long as they are on the same map / instance. So all you would have to do is some checks if a player enters or leaves an area.

    3. That's perfect, makes it easier for you

    4. I really don't know. But i would love to have this feature as well. I guess it's possible somehow, but haven't informed myself about it as of yet. I've just asked ones if there's a way to connect to a SQL database, but i've been told no.

    5. There are global events yes, and it should be pretty easy to synchronize those yes.

    6. I would say Construct 2 is perfect for a zelda style combat game. If you give your best, i would say you would be able to create a 1:1 copy of any old top down zelda game.

  • Yes what?

    Give who or what a z to go?

    I'm an absolute beginner, but from what i know is that Z is only the height of the object or layer.

    In the current state i'm using z-ordering to get the objects displayed in correct order (bottom to top)

    But until now it had nothing to do with collisions or anything similiar.

    Bullets fired from the top layer do still hit objects who are on the lowest z-order.

    This includes collisions with the character itself.

    I thank you for your answer, but it's not that constructive as i've hoped for

  • (Example capx and images have been removed)

    I've came across to some really bad limits in a 2D environment / engine.

    The game i'm working on is fully isometric, and should offer multiplayer.

    As i've worked myself through the most basic mechanics already, i was starting to think about having multiple floors within the same map/layer or whatever you may call it.

    In short: without being forced to load a new map!

    So i want the player to be able to enter houses, which are having at least a second floor up or downwards.

    For all the old gamers it might be clear.

    In the past in games like diablo or similiar isometric games, there was never the existance of multiple floors, unless it simply loaded the next map.

    But i don't want to have these limits, i'm trying to find a solution to get this actually to work.

    Including enemy AI to understand the floors and act properly in case they are chasing a player (peer) up or down to a different floor. Including proper line of sight calculation.

    While i've made some thoughts for myself already, i wanted to get some feedback and maybe even experience from other developers who might faced this rather big "problem" already.

    I've made some simple sketches to let you guys understand what i'm willing to achieve.

    Sketch #1 (2nd floor)

    Blue = Solid object on 1st floor (can not be walked through)

    Red = Walkable space were both floors are "coliding"

    Please note that players should also be able to move behind the building!

    So imagine objects which may be placed behind the house (bushes etc...) or objects inside the houses like tables etc...

    Peer#1 should NOT colide with any objects or unwalkable space which is placed on the 1st floor!

    Sketch #2 (1st floor)

    While Peer#2 is at the 1st floor, he should not see nor colide with anything that's placed on the 2nd floor.

    Not to forget that:

    • Bullets fired from Peer#1 should be invisible and never kill an enemy moving on the 1st floor.

    -- So actions of Peer#1 should be kinda ignored, or simply only happening within the 2nd floor. The same for the opposite.

    Sketch #3 (1st floor + AI)

    In case an Enemy AI had line of sight with Peer#1 before, and saw him walking up stairs.... the AI should understand the existence of a second floor and walk correctly upstairs and not try to walk directly through maybe a door or something else which wouldn't make sense within a 3D environment.

    In case an enemy is on a different floor it should never be able to get line of sight!

    So what are your thoughts, ideas?

    Do you think that's possible?

    Or do you have an idea to handle this completly different?

    Looking forward to some constructive feedback.

  • It is possible, but multiplayer is not that easy to set up.

    You have to set up yourself what has to be synchronized between the 4 players.

    So you would have to synchronize for example:

    Player movement

    Player facing direction

    Player attacks

    Enemy movement

    Enemy facing direction

    Enemy attacks

    Bullets, damage etc...

    Also you have to keep in mind that:

    There's currently no support for a dedicated server.

    The multiplayer offers you only a signal server.

    So players connect to the signal server, and the signal server does only set up a connection between the players.

    Once that's done, the whole online part is running over the players computers via direct connection to each other.

    This limits a few things such as a proper connection to each other as it depends on their location

    As well as saving their progress, as it's only being saved localy.

    For an unexperienced beginner it can be really hard to get everything to work using multiplayer.

    I'm working on such a project myself right now, and i'm also a beginner.

    In short:

    Possible but not easy.

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  • Ist aus dem hier einmal was geworden?

  • pic or didn't happen xD

  • now it worked out better, old record was 30 with the old controls xD

    [attachment=0:2mav3j2j][/attachment:2mav3j2j]

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