irina's Forum Posts

  • TiAm

    Yes iw seen it but as i am not familiar with 3D tools at all i am affraid that it might be a little too much for me.

    If Q3D would have some demo to poke arround and see if i can handle it than i might give it a try.

  • QuaziGNRLnose

    Iw been away for some time... i would like to ask you is it possible at decent speed to put scene like eg. Trine:

    So that we have several paralaxed layers in background, then Q3D with all the action in it and then again C2 layer with UI.

    Or is there a better way to make this?

    tnx!

  • Hello,

    It's been some time now... did someone managed to implement Phoria JS into C2?

    ( http://www.kevs3d.co.uk/dev/phoria/ )

    I know that Rojo made certain effort with his Paster but it lacks usability and its hard to master... ( atleest to me <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> )

    I think this could be better if implemented completely, no?

  • this is the best iw managed to fix it so far:

    https://dl.dropboxusercontent.com/u/169 ... e-RTS.capx

  • Ashley

    Ok, so basicly... current pathfinding breaks every other logic that we try to implement... physics colision, other form of solids or any formulas that prevent units overlaping and you still dont se this as a problem???

    Thanks.

  • Ashley

    How about to atleest implement soft colision checks like explained here?

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    http://www.adityaravishankar.com/2011/1 ... avascript/

  • Ashley

    Thank you for your insight.

    ...cant find original topic but iw found one sample that works with dynamic obstacles:

    https://dl.dropboxusercontent.com/u/169 ... _nogl.capx

    Maybe this can be usefull?

    Maybe to atleest set priority of physics objects in the pathfinding?

    Your solution to head-on blocking does not work in the general case: if two objects wedge together beside each other (e.g. both trying to squeeze through a gap), both turning the same way will continue to jam them even worse.

    ...to add multiple checks: at 45° (to the left, than to the right), than 90° (to the left, than to the right) than reverse ... + earlier mentioned unit priority value to pushout other units?

    That shud solve any possible JAM, no?

    Arima

    Are you willing to share some simple example capx with your solution?

    Thanx!

  • Ashley

    Yes i know it is pretty dificult but just heat me out on this...

    If im not mistaking pathfinding is grid based?

    Can we somehow for every grid block set boolean value of 0 or 1 depending is it currently populated with passable (tiles, undergorwth etc.) or impassable items (solids, owergrowth, units... etc.) and calculate or recalculate move acording to the currently empty grid blocks?

    Units could have asociated traffic advantage values so that unit with lower traffic advantage moves (eg. 1 grid block at 90° to the right) if gets in contact with unit that has greater value of traffic advantage and that is in "path moving state"?

    Multiple selected units move to exact came location, spot... and eventualy stack on single grid block...

    but if it was "populated" they shud target closest empty grid block and find a path to there?

    Maybe multiple selected units could start movement with small delay in time so that one closest to the target coordinate x,y first calculate path and move... then second one, then third and so on?

    If two objects drive in to each other head on, do they both go in to 'path blocked' mode?

    easy.. they both make 90° (maybe even 45° would be enough) turn to the right, move to 1st empty grid block and recalculate path again.

    if we consider my traffic advantage values one could move for the other to pass...

  • Ashley

    May i make one sugestion?

    Can you create one more event in pathfinding behaviour that might get called "path blocked"

    where unit would on path that was once was clear and executed but in the meanwhile becomes blocked (by friendly units or maybe new solid obstacles) try to recalculate new path?

    thanx.

  • ok, iw found some sample capx.

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  • Hello,

    is there a way to edit global saturation or luminosity for entire layer/s?

    I would like to add day/night cycle to mine game.

    Thank you.

  • Let him finish the Q3D SubPlugin first... then it would be probabliy more to see.

  • I would like to see if the plugin is intuitive...?

    Yea, i am waiting for that also... i am affraid that it is not noob friendly...

  • let me share what iw done... just select them all and click to move

    https://dl.dropboxusercontent.com/u/169 ... B/RTS.capx

    Maybe i am doing something wrong?