[behavior] rex_spline

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  • rexrainbow

    No probs.

    99Instances2Go

    Thanks for the suggestion, but unfortunately I need it to be as accurate as possible. (It's for something timing based.)

    I can get an accurate total length of a predesignated curved path, which would help, but from what I can see the Spline behavior doesn't seem to move through a multiple waypoint curved path at a constant speed.

  • rexrainbow

    No probs.

    99Instances2Go

    Thanks for the suggestion, but unfortunately I need it to be as accurate as possible. (It's for something timing based.)

    I can get an accurate total length of a predesignated curved path, which would help, but from what I can see the Spline behavior doesn't seem to move through a multiple waypoint curved path at a constant speed.

    If it is faster in the turnings, then the its a pretty constant average speed. Else, i have no suggestions left.

  • Hello, I note that if speed is 0 the movement does not start.

    I wanted to increase the speed gradually.

    0.0, 0.1, 0.2, 0.3, 0.4

    But for that we must have a minimum default speed on the object, for example: 0.1

    So yes you can do what I want.

    I suggest that the movement can start with 0.0 speed

    Although the object will not move obviously.

    What do you think ?. rex

  • Update

    Now speed=0 will not trigger "Condition:On reach last point" immediately.

    Fixed.

  • Update

    Now speed=0 will not trigger "Condition:On reach last point" immediately.

    Fixed.

    Thanks.

  • Rex Rainbow;

    I haven't used this yet, but I have a few suggestions from reading this thread:

    1) a built-in way to transfer the path from the "pathfinding" official addin. (I know you can do this

    by looping through the NodeXAt,NodeYAt pairs, but a load rex_splineFromPathfinding would be nice).

    2) a path-length (in pixels).

    Just suggestions.

    yours

    Winkr7

  • winkr7

    Added into TODO. But I could not implement recently.

    It could not get exactly path-length, only approximate.

  • rexrainbow

    I have another suggestion. Frequently when following a path you encounter a solid. We could use a push_out_solid to path beyond solid. The idea is it skips past the solid to next free point on the path.

    Another suggestion: given a point find the nearest point on the path.

    Thanks for your time.

    yours

    Winkr7

  • winkr7

    Thanks for these suggestion.

    However, this behavior uses interpolation to calculate points on curve, therefore these suggestions are not compatible with the algorithm of this behavior.

  • Hi Rex, have you recently made any changes in the behavior? I'm seeing strange movements, accelerations and brakes that I think are not correct and you get a strange movement between the points.

    For example, I use speed 20 but it is not constant, there are accelerations and decelerations, I think that should not happen.

    https://dl.dropboxusercontent.com/u/60803633/test.capx

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  • the Mnk

    Dropbox had closed "public" folder, therefore your link is invalided.

  • the Mnk

    Dropbox had closed "public" folder, therefore your link is invalided.

    Ok, I think this should work now

    https://www.dropbox.com/s/1cqybis0rsd45mt/test.capx?dl=0

  • the Mnk

    Thanks, I saw that bug. I might need more days to modify the moving calculating.

  • the Mnk

    Thanks, I saw that bug. I might need more days to modify the moving calculating.

    Perfect! I will be attentive to this.

  • the Mnk

    I had updated this behavior, please download again. Here is a modified test capx from yours.

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