bachrock's Forum Posts

  • How have others gone about this?

  • Why not try and see?Was in class.

    Xionor

    Ok, I've tried it and got both results seemingly dependent on the cell size and cell border. I don't understand.

  • How does pathfinding deal with multiple paths of equal distances?

    Say a sprite wants to get from the bottom left of a square to the top right. There's an obstacle in the middle. The sprite can go up then right or right then up. How does it decide?

  • So imagine a tile like this:

    010

    111

    010

    0 = can't walk there

    1 = can walk there

    There are other types of tile as well.

    I want to use path finding with them. Does this mean I'll have to have 4 copies of a sprite in each corner of the tile above? I tried making one sprite with just the corners filled in, but the path finding system takes the whole sprite to be solid.

    Is there an easier way to do this?

    Bear in mind the tiles will be moving.

  • Nvenom

    It works! Thanks buddy.

  • You just set the starting angle of the blocks around the main one, than when it is moved forward X amount twice add 90 degrees to the blocks angle. Here is a complete example.

    the key is the blocks instance variables and their starting angles.

    https://www.dropbox.com/s/x6eqyat8p9f5rbi/Rotation%20Example.capx

    Nvenom

    Ah, thanks, nice solution. Problem is, I don't want the tiles to rotate (imagine the tiles are from a game like Pipe Dream). How would that change things?

  • So I have this scenario:

    123

    456

    789

    I want the outside tile to rotate around the center tile clockwise or counter-clockwise. So what I mean by clockwise is this:

    412

    753

    896

    I've tried for a solid hour and can't for the life of me figure it out.

    There are four types of tiles. The all belong to a family. I tried with families and with individual tiles which gave me different but wrong results.

    My basic method was to identify each tile by where it was with respect to a cursor (e.g. cursor.x, cursor.y+64). Based on where the tile was I would say it's private boolean variable is true. So for the example and going with counter-clockwise I would say GoingLeft is true. Then I would have another statement that said if GoingLeft is true move left 64 pixels and set GoingLeft to false. Not sure why that's not working.

    Help would be great, thanks!

  • Many ways to do it, it really depends on what you want to make in the end.

    If you are referring to teleporting tiles then something as simple as this will work:

    On 1 touched > 1 Set Position (3.X, 3.Y+160)

    if the sprites were 160 pixels high it would move it below 3.

    If you are talking about dragging 1 below 3 you can just add a drag and drop behaviour to the tiles.

    I don't know if we're on the same page. I'm using 3 tiles to keep things simple, but I want to have more, say 10. I want to be able to slide a column (or multiple columns) up or down and have the tiles cross over from the top of the screen to the bottom and visa versa.

  • So I have three tiles like this:

    1

    2

    3

    I would like to move them so they end up like this:

    2

    3

    1

    OR

    3

    1

    2

    Here's what I tried:

    dropbox.com/s/bqx15tc1leqbl6t/help.jpg

    Thanks!

  • Maybe there's a different way of conveying such information to the player?

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  • So I'm wondering how to show a player what the enemies can and can't see.

    At first I drew a semi-circle and used the line of sight to do this. Problem is, the semi-circle sprite goes through platforms where the enemies clearly can't see.

    Currently, I'm looking at placing boxes all throughout the game and saying if they're within a certain range of an enemy they will be visible with say 30% opacity. Having troubles with getting them to do this. It also seems quite demanding to do this.

    Does anyone have a more elegant solution?

  • theubie

    Maybe you have an idea?

  • So I have a board full of tiles, just 6 right now to keep it simple.

    Say the board looks like this:

    1 2

    3 4

    5 6

    I'm looking to have it look like this:

    3 4

    5 6

    1 2

    or

    5 6

    1 2

    3 4

    The way I have it now, it works right the first time, but then just goes back to the original state. I want it to keep cycling through in the same direction.

    .capx

    Screenshot

  • I also fumbled around with giving each block platform behavior, but that didn't pan out either. Someone around here must have a solution.

  • Thanks!