oultrox1995's Forum Posts

  • Interesting feature, for browser-based game is a must have. Thanks Toby, +1 here!

  • Yea, something like I did but with a new condition of making them slow down will actually do the trick. thanks Ashley for being such helpfull!

  • Zathan, I'm not quite sure, but different speeds (something like random max speed for making them slighty getting apart) or using boids plugin could do the job.

    Dunno if someone has another workaround for that. I'm trying with different speeds and is doing a pretty decent job.

    You might want to create a 'How Do I...?' post or look if someone solved that detail.

    Here's a WIP (work in progress) gif using different speeds, isn't perfect but is quite a complicated problem you got there, I do suggest maybe with boids or looking around as I said! I might try boids later. Dunno if Ashley got a word for your question.

  • Ashley , thank you for answering and posting the solution.

    Indeed, that was the problem! the rotation speed. since my enemies are fast, they needed a highger rotation that ended up solving the problem. or at least that's what I think and I'm seeing, you can look it by yourself at this .capx I made with the rotation fixed! so anyone who went into this problem could get this .capx and see that actually it has a solution:

    https://www.dropbox.com/s/wlbd7ugm4tch5 ... .capx?dl=0

    Also, I've implemented a LOS to see that you won't be actually seeing them rotating that fast because you could adjust it manually by setting rotating object to no in their pathfinding properties.

    and in this gif I'm showing the fact that my guys are following properly now. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">!

    Thank you guys! you might want to pin this to the How do I FAQ. I didn't see something like this in that place.

  • Thank you so much man for posting your theory, and exactly:

    My .capx is WORKING as I want to, however, the collisions on the obstacle of the pathfinder are not.

    Your .capx shows the pathfinding working but not how I want to (a continuosly chase it's what I need.)

    Something that might be causing problem is the resolution and could fit with your teory, since I DID NOT have this problem back then when I created the same system in a 32 cell size. we're reworking the game to a simpler resolution and that ended up using tilesets 16x16, that indeed, need a pathfinding map of 16 cell size.

    Wish I could just get help from Ashley or R0J0hound, maybe they know how could I get a workaround for this!

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  • Hello Biim and thanks for your point of view, the first Gif I made yea, is from spacedoubt solution, I'm not quite sure if this kind of behaviour will suit for the entire game since this time, okay, the seemed to be like cover, but it won't be like this all the time maybe, so it could appear that the enemies have some lag or stuff like that.

    and indeed, we also got melee enemies.

    so my scope is neccesary too (I woulnd't say solution since I don't have it, if you see the second gif, you could see how the enmies doesn't follow the path correctly, getting though walls).

  • *bump ...

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  • *Bump* I really need some help over here !

  • Heya Space, thank you so much for your .capx, don't worry if you don't have much experiencie with this, you've helped! still, maybe someone could help us figuring out this because isn't perfectly working, because your last try didn't change that much the problem . I'm going to show you deeply with these gifs:

    the solution you made that actually makes the enemies follow the path correctly, but...

    The enemies has like with a mental delay.

    And what I would want to:

    AND you can see that this try I made, has the pathfinding errors we encountered in my first .capx

    The red zone is obstacle map, to let you know that they're NOT following it properly.

    I made that try with the typical every 0.1 seconds -> Find path and on path found -> Move along path

  • Thank you for quick response, I checked in my main Game and that made that my enemies follow the path correctly!! but, however, I'm facing another problem. they're not actually chasing me smoothly, but they go to the last place I was UNTILL they arrive. any trick for it? you can also see the result in the capx you attached, any hint?

    EDIT: Any routine, timer, trigger I try gets me the same result that you fixed commenting the every x seconds and putting those 2 conditions. halp

  • Hello there,

    I'm trying to figure out with the official Pathfinding plugin, How to constantly and smoothly make some enemies follow an object, without getting out the path, i'm trying a lot of tricks but nothing is a solid solution, I tried with stop and then keep following with the every 0.1 seconds condition, but nothing, even a guy tried to help me in another issue but this ain't working, I'll be glad if someone would guide me in HOW to do it, because I find quite weird that the official plugin could not handle this kind of behaviour I need.

    I'm going to attach this .capx that could help anyone to try and see what I'm trying.

    https://www.dropbox.com/s/ywset1901frys ... .capx?dl=0

    If it's the size, well, let's try something else, but true is that the game's resolution is 16x16 and it's one of the most standard, I'm pretty positive that someone must know how to handle this!

    this community is awesome and I admire lot of people here, I learned a lot in the forum and it helped me to figure out a lot of things in my games, so I hope this will be fixed and solved too.

    Regards.

  • Not working. :/ it's so weird this. I even being 32 cell size my guys don't follow the path properly, what I'm doing wrong? How I should make them find the path with player?

  • Thanks, so, you're telling ME that I can't official plugin pathfinding in a 16 size tilemap? that's HELLA weird!

    Really there's no way to do it? every short periods -> Follow the player?

    what If I increase the cell size even if my tilemap is 16x16?

    I'm really trying to avoid using third party plugin of this kind. pathfinding is something really important in the game right now. :/

    Ashley could you help me on this? Maybe I'm doing something wrong in order to use the pathfinding plugin!

  • How do you get half of the sized of the object for cell border in order to follow the path, If I even put 0 border, they will not follow properly.

    edit: Heya, I made a .capx for you to visualize more deeply my problem with 16x16 tilesets and the cell size of 16.

    8 size is too small for the job, and it won't be optimal.

    check it out if you want please!

    https://www.dropbox.com/s/ywset1901frys ... .capx?dl=0

    Press 'M' to show the collision map cells.