megatronx's Forum Posts

  • Arima Hi, I know you had some successes with rts type formations and avoidance of moving characters. Could you help me with that? Thx!

  • The player doesn't utilize the solid behavior, it's only used for the line of sight.

    It could be re-worked to utilize astar so the shortest distance is used every time, but it would have to be astar done from scratch, since it wouldn't be grid based.

    If smaller objects are passed through you could roll your own LOS with events with that in mind, or probably more appropriate implement some kind of collision response to push objects out of each other. Avoiding moving objects can be done by looking at where the objects will be a little in the future and if they are colliding adjust the current angle of motion so it won't.

    Hmm, I have no idea how "looking in to the future" could be done. :/

    Maybe something simpler: how would you go about making characters not bump in to each other with just pathfinding? Also any suggestions how to keep formation when possible?

  • R0J0hound

    But how would you go about avoiding smaller assets and moving npc?

  • R0J0hound Very interesting concept! The bullet can get slightly confused when there is more objects. What puzzles me thought, is that it overlaps with the gray boxes representing buildings, even thought both objects are solid.

    EDIT@ Would it be possible to connect your idea with pathfinding?! I think it is possible!

  • The delay often comes from

    1. too low rotation speed, set the Rotate speed of Pathfinding to something like 360 * 4

    2. too small cell size, try to make your cells as big as possible

    Setting rotation to high speed worked!

    But, there is several of other issues:

    1. for some reason object cuts corners, which tells me that polygoal collisions are not taken under consideration, right?

    2. It is easy to break the behaviour, where when object is doing corner, you keep on clicking, then it will get stuck on it.

    3. There are still weird movement bounces, when object is next to the wall, and you change its direction, by clicking anywhere opposing to its movement.

    4. when object moves next to a isometric wall, it slightly bounces.

    capx http://drive.google.com/file/d/0B0jUjWN7LcQhbGE5STVXNUNoX2c/view?usp=sharing

  • R0J0hound Thanks!

  • R0J0hound Hi, thanks for the extensive reply. I'm doing something similar to syndicate with a difference that you can select 4 agents like in rts. I just looked at quads example, but not sure how this could be implemented with my game. Any more suggestions will be highly appreciated! Meanwhile I'll look at Dijkstra example.

    EDIT@ I looked at second example, and it is really cool, but not sure if it what I currently need.

  • Hey,

    So I'm doing some stuff with pathfinding, and I'm noticing couple of very irritating things about it:

    1. The delay before movement

    2. Weird occasional "turning", that cannot be turned off.

    Do you know any alternative approaches that work better?

  • Hi ppl,

    Working on isometric game and have several questions about it:

    • What would be mest way of isometric map building?
    • How would you go about elevations of terrain in relation to distance of projectiles?
    • How would you handle z-ordering?
    • How would you go about doing half-transparent fog of war: terrain is visible but npc are not?

    Thx!

  • Hope ( Final ) — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-music/hope-final-878

    <p>Epic emotive track</p>

    Use this topic to leave comments, ask questions and talk about Hope ( Final )

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  • Hi,

    Want to give you heads up about new track that will be available at scirra store very soon. It's is a new level of writing for me and I'm very proud of it. You can listen to it here https://soundcloud.com/mikolajholowko/final-speach . It will be priced £3.99 . Hope you enjoy it.

  • Just installed comments blocker and my browser speed increased by at least 50%

  • Apparently the games are going to be specifically developed for mobiles, and they wont be ports. Aslo, they are going to be developed in house by nintendo, and dena will take care of servicing them.

  • megatronx

    I don't know if my dropbox can handle the bandwidth.

    You know what, if you want to, you can send me your sound files, and I can compress them in such a way, that they will still sound good, but take much less memory.

  • Thank's guy's

    Now i need to delete some of the audio files to make the final result under 10 mb, so i can upload it to Kongregate.

    Do u need to do that, or can u load those files from other host?