deadeye's Recent Forum Activity

  • 1. how does the timing of an event/action work

    the reason why i ask, i have some troubles with bullet settings, some things should happen all at once, but there seem some delay between them, like doing bulletsettings i call a function to do multiple settings,and then after function set a sprite position to the bullet, there some time between them how should i make sure everything happens at the same time

    Not quite sure what you mean here. Could you post a .cap of the problem and a description of what should be happening?

    2.

    could there be some problems with fast collision detection on multiple objects at once, i beginning to think that it sometimes skips some events or something, as my code works if you take one hit at a time, but when i do one big blowup some things are getting messed up

    if you use for each object collision with object, it should do all the events for each object on collison should it?

    If you combine On Collision and For Each then the For Each will only loop the objects that are currently colliding in that tick. If you want all of them to blow up when only one collides, you need to not pick them. You could do this with a function (Forget picked objects -> Destroy objects), or you could use the Family Picking trick (put each object into two families like Red and Blue, then do On Collision with Red -> Destroy Blue).

    3. countmatching,

    i litrally got crazy today as i didnt get this to work

    so i have an event where some sprites are counted as the same group, when destroyed, the count goes down like it should, but it nevers reaches 0, i want it to do this way so there can not be a mistake in collison detection, substracting from a var, it has to do with the condition gets false before reaching zero (i think), but why doesn't it gives zero as there are no matching events .. so 0!

    Are you certain there aren't any instances lurking around somewhere? Check the debugger and see how many objects you have to make sure there are none. Also, check your order of events, you might be skipping the last "subtract from var" event somehow.

    Again, it would be a lot easier to see what's going wrong if you could provide a .cap.

  • Yeah I did, sorry I've been a bit busy. I'll take a look at it later and let you know what's up.

  • I've seen that game mechanic before (though I don't recall where) and that kind of control just seemed kind of sluggish to me. Not that it actually was, it's just that psychologically speaking it didn't seem like I had as much fine control over the player. It's like you're lugging the world around rather than moving through it.

    It's not quite as bothersome in 3D, but a few 3rd person shooters I've played have felt like that a bit too.

  • That may all be true, but the point is to not put on your sassyboots and stomp around the forum. Just keep your cool. If you get upset and can't post without keeping your cool, then let someone else deal with it.

    Remember, you're under no obligation to make people see your side of things. If they ignore your cool-headed and logical debate, and persist in arguing about silly stuff, just let it go. It's not like silly stuff is going to get put into Construct because you failed to convince someone that we don't actually need Blast Processing or whatever.

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  • - [FIX] Physics: custom collision masks with a hotspot not in the centre would not work as expected

    Is this supposed to affect non-custom mask physics objects as well? I made a large physics object with the hotspot located in the upper left and the collision was off, but this was using Bounding Box.

  • I'm running construct v.0.99.72 and all the files run kinda funky..

    I can confirm that's true. It's likely due to the new changes to the Physics behavior in 99.72. Since this .cap was made in an earlier version, the changes to Construct broke it. It happens occasionally, when changes get made something might break. That's the nature of beta software... nothing is permanent yet.

    Anyway it is fixable, as you said... you can click on each object and apparently that propagates the info in the new "Simulation Steps" field in the properties that was added in the recent build. And any new physics project made with 99.72 will work fine.

    By the way, the millions of balls dropping down thing is what is supposed to happen... it's coded with events to do that

  • Like so!

    http://octavoarte.cl/25d_conceptv.exe

    THAT'S AWESOME

    Seriously, looking really good, man. Needs a little work on the clipping and such but it's coming along

  • I agree 100% with everything Daiz just said. I'm a big supporter of people who try for themselves. You're much more likely to get help fixing something than you are making something.

    I still bust out with full examples from scratch every once in a while, if I have nothing else to do, but for the most part I think people should at least try to make what they need, even if they fail utterly. It's okay to fail, in my book. Failing teaches much better than just being handed the answer.

  • I just looked at your .cap, and messed around with it for a while. No matter what I tried, it still spawned the cannon balls. I was scratching my head saying "what the hell is going on?"

    Then Mr. Obvious drove a truck through my living room and ran me over while honking and yelling "DUH, PIXELS"

    Your forbidden area sprite is set to Per Pixel collision. But... it has no pixels. Set it to bounding box and it works fine . I just assumed you had it set that way so I totally overlooked it.

    Sometimes the most obvious answer is the least obvious answer I guess...

  • Huh, well it worked in my example with that extra backslash anyway

  • You can't really invert a trigger like On Collision. Try inverting the Overlap condition instead, so it reads:

    + NOT forbiddenArea is overlapping castleParts

    -> Do something

  • As for the nameless thread. For what it's worth, he took it too far and pushed people's buttons.

    It's worth exactly nothing. Quit trying to pin that *********** on the new guy. Several people contributed to the situation, there is no one person to blame. Was he a part of it? Yes, but so were many others. Pretty much everyone was out of line, so everyone needs to quit pointing fingers and just agree to be on better behavior next time around.

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deadeye

Member since 11 Nov, 2007

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