JoshWegener's Forum Posts

  • So I just created 100 items via left click... and I added the UUID via pushing into an array when it is created. How do I select an object by UUID and then destroy it?

  • If I center the origin in the collision box, then set 3/4 the width into cell border, It works "most" of the time

  • So, what I have come to find out is that it appears the pathfinder does not take collision into consideration ON the object that is moving.... Anyway to fix this??

  • Okay, so I added the scroll and set the layout to allow unbound scrolling. That seems to give me unlimited space :-)

  • pixel perfick

    So do you suggest I add "scroll" to the player? and then will that allow the player to walk "forever" in any direction? I will add walls on the edges, so i don't have to worry about the user walking outside of the level. I just want to know the "best" way... My first project will allow the user to log off and on so I need to be able to put them back at the last know position.

  • Before you yell at me, yes, I did read the documentation... Pathfinding Doc

    In this test, I'm trying to move the player on mouse click around the object.

    In test 1, I just sent pathfinding on the object and find a path on click, then move along the path when it is found. This results in the collision area overlapping each other (not colliding)

    Demo Pathfinding 1

    Demo Pathfinding 1 capx

    In test 2, I added 8 directions behavior AND pathfinder. The result is the player getting stuck on the on the "wall" object..

    Demo Pathfinding 2

    Demo Pathfinding 2 capx

    What am I doing wrong?

  • Is there an article about the whole scale thing?

  • sosensible lol, I did not even notice that..

    So that white box when load Construct 2 is called the "view port" right? does that need to be the same size as my map/level?

  • sosensible If I'm tacking the user by Pixel, and the user leaves, and comes back (refreshes page)... do I just move the player to x / y in the viewport then load the map around them?

  • Lets say we have a map that is -10,000 x -10,000 to 10,000 x 10,0000 (pixels... or units?)

    I'm loading the "map" (level) by sections around the user.. So say the user is standing at 0 x 0, I would load 1000 pixels (units?) in all directions. Then load / remove zones as the user moves.

    This being a 2.5 D game, the user can walk up, down, left, and right.

    How should I handle the position of the map (level)? Should the user be "moving" and I just track there pixel location? Or should I move the background (and all objects on the background) and just lock the user to the center of the screen? Does it even matter?

    I'm very mew to construct, and when you create a new project, you have that white area to present all your stuff (don't know the proper term - maybe stage?). Do I need to make the stage match my map size? or does the stage just need to match what the user can see, and everything else moves?

    Just a little lost here...

  • pixel perfick Well Thank you! ... I'm very new here, first day with the application...

  • (Note, the RED thing is the wall, with the hitbox in yellow. The blue this is the "player" with yellow being the hit box. Use the arrow keys to move.

    I did On Player Moving, do the sort.

  • Ah! I got it working!

    View Demo

    Download capx

  • I went and got the paid version... I created a family with the wall and with the player object... I'm not sure how to setup the event.. I found the foreach, but I can't find a sort anywhere... and do I want to run this every tick? or on player move? or?

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  • pixel perfick Correct me if I'm wrong, but I don't think that will work, and here is why:

    if you have 4 layers

    0 background

    1 <Place Holder>

    2 Black Wall

    3 Blue (collision) (and player)

    The player will always be in-front of the wall... I would need to move the player to layer 1 in order to make him go behind the wall... see what I mean?