ForlornCreature's Forum Posts

  • capx

    Woo! Got it working, although I need to find an alternative to destroying on collision, and dashes that are given time to fade out reappear for the object to pass through them <img src="smileys/smiley29.gif" border="0" align="middle">

    A couple other things I can't implement-

    The object carrying momentum as it comes off the line.

    Only getting on a path if it is within a certain radius.

  • I'm really having trouble trying to get an object with a platform behavior to move along the line.

  • Thank you so much ramones! That capx showed how to draw a really cool line, I've studied it and worked out how to do it myself now.

    The movement in it however doesn't quite do what I want it to do. I will have a go at creating a movement event for the character using variables for each dash, but since this is a platformer I want my object to be affected by gravity when it comes off the line.

    Should I use the bullet behavior once it's on the line and turn on it's gravity when it comes off? I also want it to launch a little bit when it flies off the end of path, so should I just be using the physics behaviour to make it gravitate towards each waypoint and switch to the next one upon collision?

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  • The concept of the game I'm working on features a mechanic that requires the player to draw out a path, then the object (or character) hops onto that path if it is close enough and follows along it in the same direction the player drew it.

    So really, there are two things I'm struggling with here:

    1. The player draws a path, with vector points with ascending variables for the object to follow. Paths disappear over time. I can draw a line by spawning an object on mouse click every tick, but it's fragmented and accumulates when you hold the mouse still.

    2. The object has to detect if a vector of a higher value is within a certain radius (switching to newly drawn paths) and move to it at a steady rate, thus following the path laid out until it falls off the end. I tried using collision, but it's not really doing what I want it to do.

    I've had a go at both of these things although I learned a bit of construct over a year ago, I can't quite work out how to get it to do what I want because of my limited experience.

    BTW It's a game concept I'm trying to prototype for a friend :-)

  • Conway's.

    Also, on a different topic to do wtih RTS movement, is there a way to make objects 'push-out' from each other when stopped, like I've seen in Starcraft 2?

  • This must be my fifth or so thread with no replies

  • Any ideas on how this game could be accomplished in construct? I'm pretty sure it's possible, and it could help me in my game.

  • Wait, my maths was mixed up. Fixed now, but it still doesn't work

  • Cube game again...hopefully someone will answer this time...

    What I'm trying to get the game to do is recognise certain formations of occupied tiles (placements of cubes) and create an object that produces 'marines' or in this case, just make a mine to give off resources.

    Anyway, so the way I attempted was to set the private variables 'x' and 'y' of each occupied tile, and then detect whether the x and y co-ordinates of other occupied are the appropriate amount of distance away from the top left tile in a formation of a cross with the middle empty. But nothing happens when I make the appropriate formation and I've checked it on all the different levels of detection and it doesn't do anything. Is there some way to get this to work, like spamming 'for each tile' everywhere or something?

    You can find the event sheet under 'mine detection':

    http://www.mediafire.com/?dhwmd2cs6zv9yel

    PS how do you 'attach' files like I've seen other people do?

  • I worked out how to make an icometric grid automatically! This method also means I can place objects that will line up to the grid! Anyone know anything about custom/better pathfinding, cause RTS sucks, and I want to work out how to do an icometric rts. Anyway, tell me what and how I can fix:

    http://www.mediafire.com/?p2xge7trm00xmgu

  • ZOMG THANKYOU!!!

  • Why was I tempted to click the exclamation mark on the OP as soon as I read about it?

  • I'll take a look thanks!

  • I think I read somewhere that it might be possible to use a different layer when making different heights of cubes. I also found a good pathfinding formula that places nodes in the diamond grid shape, but I didn't understand the math behind the placement of them.

  • Could someone please explain the math used for placing the nodes? I don't get it