Telyko's Forum Posts

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  • Alright, so it would seem that an increased timescale also increases the moving speed of objects so they end up on obstacles and then get stuck on calculating their new path. I don't know how else to explain the bottleneck and errors I'm seeing on objects when I increase the timescale...

  • Hello Ashley ! I'm having questions regarding the pathfinding behavior and the way it handles calculating paths.

    I have around 50 characters moving around a city with one single type of obstacle. They pause for a random amount of time between each random waypoint they chose. I've made them spawn an item on Pathfinding Failed and if Calculating Pathfinding takes longer than 5 seconds.

    I've noticed that the behavior gets unstable when timescale is increased.

    (More failings to find a path and ultimately no more character moving, as if there was a bottleneck in the way the calculation is done for each character).

    Could you give me/us some information about the way this is handled and any info about increased timescale stability? Thanks in advance!

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  • Just in case your Dropbox file gets deleted one day, I'm posting the event view here so that people will still be able to re-create it:

    https://i.imgur.com/cN6Qv0w.jpg

  • Yup, indeed, that did the trick! Thank you very much for your help!

  • It looks very much like what I was hoping for and so much simpler than the Construct 2 example! I can't test it right now but I'll let you know as soon as I imported it. Thanks!

  • You should give a look at Firebase. It has been acquired by Google. There are some tutorials laying around. I've tried to play with it a little and it works very well. You must use Rex's plugins for it.

    scirra.com/tutorials/5015/getting-started-with-firebase

    scirra.com/tutorials/9500/how-to-use-firebase-realtime-db-in-depth-tutorial

    shatter-box.com/knowledgebase/firebase-sync-data-with-your-construct-2-game

    c2rexplugins.weebly.com/map.html

  • Hello, I've been using C2 for a while now but never had to do this thing so far and I still have trouble understanding how lerp and dt can be combined together....

    What I'm trying to achieve is a zoom in/out with two fingers, by pinching, and it should be smooth. Inertia would be an extra bonus. I've been at it the whole day, looked for examples and outdated unreachable .capx examples... I can't figure it out...

    I know there is a .capx example in Construct 2 but it is not smooth at all and makes for a stuttering zoom... Can you help me?

  • Hi, in order for us to be able to help as efficiently as possible, could you try to make a drawing of what's happening along with some more explanation?

    You can upload your image somewhere like https://imgur.com/upload and then put your image url here between this code :

    [img] [/img][/code:3im4o8ev]
  • I've been working with Greenworks and Steam Achievements 4 years ago so it's kinda far in my memory now but I went back to my steamworks page.

    You should be working with this page open : https://partner.steamgames.com/apps/achievements/ <--- Package Number here

    And if I recall well, once you get an achievement you will need to remove it manually from the steam website to be able to test it again properly.

    I'm afraid I can't help much more than that but I remember it was really tricky indeed =/

  • Cassianno I'm sorry I didn't understand properly. Do you mean you confirm it's not working as intended? Or that you had no problem with it and the square was hiding when a character is moving and displaying when not moving. If it's the latter, did you try to move both characters? I think only one of them who has the highest UID causes the issue.

  • Well... I guess I'm going to stick to Release 244 for now then...

  • MrEdyFder Hi there, I have downloaded and tested your .Capx but with my version 244. So I can't tell if it's bugged in 257 or not.

    In 244 at least I don't see any bug. Here's a gif I made testing it:

  • Maybe this thread refers to the same error.

    I'm not sure.

    Yup... At first glance it seems to be the same error, in a MUCH simpler way than what I tried to painstakingly describe ^^

  • Cassianno

    I really tried to make an example as simple as possible to understand but I'm not sure I succeeded:

    Here's how it breaks down

    If click on Character then Pick only this Character

    Character (UID = 1) and Character (UID = 2) (Same object)

    One Character is on top of Zone A, and second Character is on top of Zone B

    EVENT:

    Pick selected Character only (After click on Character)              < C2 IGNORES THIS
    	
    	If Character is over Zone A
    	OR
    	if Character is over Zone B
    	
    		If Character is 8-Directions Moving
    		OR
    		If Character is Pathfinding Moving on Path
    			
    			Hide Blue Square
    
    		If Character is NOT 8-Directions Moving
    		OR
    		If Character is NOT Pathfinding Moving on Path
    
    			Show Blue Square[/code:2u8kurzm]
    			
    So the fact that there are OR blocks in the middle of the event in sub-events, C2 ignores the "Pick only this instance of the object" instead it picks all objects so the behavior doesn't work as intended. The blue square should react only to the selected Character where here it's also affected by the 2nd one who's not selected. You pick a character, you move it over a zone, this should hide the blue square and show it only when character stops moving over the zone. But blue square is still displayed because the 2nd character which SHOULDN'T be picked is over a zone and not moving.