fldr's Forum Posts

  • pretty sure the algorithm is the same (A*), the implementation of it is what is different. Read the wikipedia article about A* and then think about how to implement it, im sure you will come up with more then one way, but not every way thats possible is effective. Btw the two behaviours are too completely different, while the built in behaviour also moves the objects the easystar will only calculate the path. You should try both, far better then me explaining the difference.

  • the easystar is also an A* algorithm but it is far better implemented then the built in behaviour, you can implement algorithms naivly or in some clever way, the scirra one is a naively implemented one, you can see by the resources (CPU time) it eats. The easystar plugin uses a fraction of that resources.

  • search for Dijkstra, A* or easystar in plugin section, there are plenty of plugins for it

  • its also in the capx above, its everything that is disabled in the event sheet but beware that this isnt a full line of sight, it only checks to four directions. And trust me, both solutions arent good for use, they will make your phone hot and youre battery empty if you use them in a game context where it doesnt only have to check this for one sprite.

  • i like your reports because they seem real

  • Thanks! that looks like the tool i need

  • HR78

    Car consists of 60 frames that are chosen by the angle of the car base...

    wow, for me this absolutely impressive! really great work!

    i always thought of doing something alike but i didnt even succeed in exporting sprites from blender in the wright angles (also i have no clue how the map/camera effect works haha). do you have a plugin to export the sprites or do you turn them by hand and then hit export?

  • i doubt that what you have shown there is a browser/javascript game and there is also your answer, such games arent programmed in javascript.

  • why is nobody starring this?? dont you people want to set FPS the way you want? <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    http://crbug.com/522983

  • Nice game and idea! do you do the graphics yourself?

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  • wow, i think its awesome that the chromium team is looking into that <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    but i cant believe there arent over 100 stars yet on this bug report, this thread has been viewed a few hundred times

    everyone should star this! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> http://crbug.com/522983

  • heres my approach http://fldr.de/lostest

    here it is with los behaviour, even in this striped example you can see the cpu spikes http://fldr.de/lostest2

    here is a capx http://fldr.de/lostest.capx

  • right now, i just have a broken mess and a theoretical concept that lacks the knowledge of how to implement it in an algorithm.

    The best approach i had till now was to make a function that gets four parameters (X & Y of the tile to check, direction and an loopindex to controll the distance of view).

    The function then checks if the tile is ground or wall, if ground then this tile is seeable and if the loopindex isnt too high it will call the function again to check the next tile in that direction. That works for four directions, if a blocking element is found it will stop to look further in that direction. But there arent just four surrounding tiles, there are 8 and all my approaches to also check the other tiles AND stop looking further when a blocking element where found didnt work.

  • Hi,

    i need to check if NPCs on my tilemap can see each other.

    my problem is that the built in line of sight behaviour is way to cpu consuming for my project.

    here is how i did it, make a second tilemap with all the sight blocking obstacles, make this tilemap solid, then use LOS behaviour and bam this game isnt build for running on mobiles :/

    i think the los bevaiour is way to powerfull for my needs and im pretty sure there are many many algorithms that do that more efficiently (bresenham, raycasting) and when i read about it, it seemed so easy but im to dumb to understand any of them to do them in construct2. My floodfill approach did either too much or to less, i dont get how to check if the tile isnt just empty but also seeable from the position, so yeah, i did understand the raycasting approach but not how to build it.

    My dream would be that i overlooked an plugin where i just specify the range of sight in tiles, blocking obstacles and then use it

    can anybody help me? im not a native speaker so its possible i overlooked some good tutorials, the main problem in finding information was to me that there where so many and most of them where with complicted code that i didnt understand.

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