00Rez's Forum Posts

  • Thank you, Rez, it seems like it's all working as expected now!

    I've done some tests here and the overlapping now happens on a predictable way, so I can adjust my blockers and art to it. Your suggestion of using the blocker bigger than the art was already my approach, but it was not working since the path's behavior was kind of unpredictable.

    Even a minor misalignment between the path's end and the object seems solved now, that's nice! I did not bring it up since for my project it was just some minor issue, not so important.

    I'll be back to my project in the next week, so will let you know if any problem arises. Thank you very much for the ace work! <img src="smileys/smiley20.gif" border="0" align="middle" />

    PS: I really liked the new example and possibilities, will think about them when doing my project.

    Thanks! The new GetBlockAt would help to create a push out at solid type behavior for real time movement.

  • New version (0.24, see first post) of the pathfinder and astar plugins. Object blocking now works correctly. New expressions: GetBlockAt and GetCostAt - useful for debugging or whatever. New example showing these new features and fixes.

    Methods can be used to provide almost real time path finding with blocker movement (see new example).

    Check it out! And as always let me know of any bugs and issues.

    Thanks.

  • > Sorry been very busy lately, new job, family, work, courses, etc. When I get chance I'll look into this.

    Hi 00Rez, no problem at all, I imagined that you might have been busy! I myself had been busy the last couple of days and I did not push my project far, so there were no reason for me to try to hurry you.

    I've tested the project a little, and it seems that it is something related to "diagonals", not sure if it is of any help. If I choose "no diagonals", it behaviors as expected, never entering any of the blocked paths. Unfortunately, the "no diagonals" path tends to form very long, and ugly, stair-shaped paths on many situations, so I was avoiding it.

    I am also using "moveto" behavior, might have hit some corner case with the use of both together, I dunno.

    Anyway, thanks for you attention!

    Make the blockers invisible then use a smaller object which is visible as the perceived blocker. The player will only see the smaller objects so it will look OK to the player. This is quick fix. I'll look into it.

  • Quite a fail with this one precision is difficult and I think the offerings from Rex and others will be far better...

  • Hi, first of all, great plugins! Unfortunately I'm running into some problems.

    I'm not sure if I'm doing something wrong, but I created a simple logic for a moving NPC using Astar and Pathfinder plugins, it works, but as the "simulation" goes the NPC starts to "cut corners", moving inside the collision sprite. I've tried to increase the resolution of the cell size, but it keeps going inside as time passes.

    I've attached a simplified capx to make my point clear, you can see that as simulation goes, the block starts to ignore the corners more and more, but not all corners. Any ideas?

    My NPC astar test

    Sorry been very busy lately, new job, family, work, courses, etc. When I get chance I'll look into this.

  • mix

    Here is the amended test3.

  • Thanks 00Rez, works fine! )

    If in real time to create obstacles, Pathfinder can find a way?

    example, added DragDrop .capx

    Kinda. You want to have a period before they start where you can move the blocks then calculate the paths again. You could get it to work real time to certain degree but it would involve some more checks.

    I'll upload that test with a few changes... hold on.

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  • Thank you.

    You have not forgotten about my little example ? )

    Here is the fixed capx.

    One last thing you will need to edit the Pathfinder behavior runtime.js file.

    Change this.blockSelf to false instead of true. Let me know if you get stuck doing this and I'll upload the file for you instead.

    P.S. I changed the wave time to 3 seconds so change it to whatever you had.

  • Thank you.

    You have not forgotten about my little example ? )

    Sorry mix I'll link it later!

  • EventList behavior updated to 1.02 see downloads.

  • I could be very interested in this. I think Id prefer this one to Rexs because I dont have to use 2 other plugins just to use this one. Did you get the bug fixed you mentioned?

    Yes I did. Hopefully everything is working now. Let me know of any errors or bugs as you go. Various additions will be added over the next few updates. Any specific implementation ideas let me know. I've updated my download section with version 1.02. Check the example and try changing the three events to see how they work like concurrent, unique and stack. I know there is one issue whereby creating an event and setting the current stack higher than maximum stack ignores the maximum. I'll fix this in the next update!

    Hope you have fun with it!

    Rez

  • Then I do not know how to do.

    Maybe author can help ?

    We need your help, stuck at this point.

    Hi mix,

    Had a mess with your test and I'll upload later for you. Might be easier using families or just one enemy object and their object id's.

  • so its a kind of timed statemachine? interesting, must test it out more

    just some questions about the example, i dont understand the timings

    it takes like 4or5 seconds before the functions get started

    i dont see where does seconds come from, if the timings are duration..

    Ah that's a bad bug I will need to rectify it fast! I'll fix and upload as soon as possible. Yeah you can use it to create health regeneration, time of day, gun fire, attacks, speech, the list is endless...

  • Hi everyone,

    Here is my new behavior EventList. This is a very simple behavior but allows complex events for any game type. The idea came about from Diablo 3 and various other sources. There are other probably better interpretations of this system but this is mine and I hope you enjoy.

    There is a (very simple) example capx included in the zip.

    And here is the downloads where you can get the zip. It's called "eventlist_1.02.zip".

    Issues to be fixed:

    • Remove the need for -1 durations should be 0.
    • Make instant events actually instant.
    • Time precision improvements.

    Alternative plugins/behavior to check out with similar features:

    Duration

    EasyTween

    Here is my repo post.

    Let me know what you think and/or if any bugs occur!

    Regards,

    00Rez

  • mix , its implemented wrong, it does work

    if you change block size, you must change cell size in plugin to match

    + you must add 1 to position every step

    example

    Yay! Thanks vtrix!

    New behavior incoming!! An event system see plugin section!