Pakost's Forum Posts

  • Hi

    Im trying to create roads, that the units prefer walking on , by using Add path cost action of Pathfinding behavior.

    First I made a negative Path Cost but the results are not what i expected.

    Then i tried to make a big square, to set the entire map PathCost 20 for example, and then set the road sprites to change the path cost to 0, but it seems the path cost can only be added, as the action name says.

    The only way it seems to work is to make sprites cover all the ground but the roads, but it will result in too many sprites for covering that area.

    Anyone can think of another way to achieve this?

  • Cool, thanks, Ill test it as soon as i got to my PC

  • Hi guys

    Sorry for the lame questions but i searched all over and couldn't find answer to that

    I'm making windows stand alone client game, not a browser based one, and i cant figure out:

    • How to make an Exit the Game action?
    • How to change the game to borderless fullscreen mode?

    Thanks

  • Cool game mate. Cheers!

  • Hi guys.

    Me and my buddy atomoso went to Sofia Game Jam and won the price with that Construct 2 project.

    We made that piece in 48 hours, around 22 hours work (what was the game jam rules) so please bare with all bugs and imperfections.

    Game Jam Site

    Game Link

  • Yeah it looks like what i need

    Hope i'll figure it out

    Thanks RamPack

  • Anyone?

  • Hi guys

    Im setting my tower defence game and I have some math problems.

    I have a tower, that spawns projectiles, which is the arrow's shadow, so it moves on the ground. Now i want to attach the arrow sprite at the corresponding height.

    Here is what i have:

    <img src="https://dl.dropboxusercontent.com/u/19082408/ArrowArch.JPG" border="0" />

    I have a local variable for the current height and i need it to show what height is suitable (the blue line)at every step of the way. I imagine lerp is the way but couldn't figure it out on my own. Any help is apreciated.

    Thanks

  • Yup, quite! Thanks again for the help mate.

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  • Thanks a lot for the help vtrix. If I understand you correctly, I can make many different invisible objects, no matter they will use many different low size textures, not combined in an atlas, as long as i keep them hidden.

    It makes sense.

  • anyone?

  • I guess that all depends then... For 20x20 pixels sprites 300 times instanced, its better to use a 512x512 sprite i guess. But for bigger resolution you will need quite big map for all trees, and its a hell of a loss of pixels.

    I might be wrong, but that's how I understand it.

  • Its always better to use many instances of an object, than to make a big map with the tree duplicated many times.

  • Hi guys

    Recently i noticed something, I'll need your help with.

    I noticed that for blank objects, I mean fully transparent, used only for detecting collisions, on export i got black PNGs exported. For now I'm making them 2x2 pixels, and then scaling them to the right size. I wonder is there a way not to use maps at all, or all transparent objects to use only 1 map, 2x2 pixel?

    And one more thing. Is there a way to make 2 or more different sprites to pack their maps in 1 atlas? I know if sprites are different animations or frames of a single sprite object, they'll pack, but can i do it with different sprites?

    Thanks

  • Very nice example. Thanks a lot!

    I don't quite understand you about joining the arrows but looking at the example i guess something like that would do the trick:

    Find path to (Sprite.Pathfinding.NodeXAt(NodeCount), Sprite.Pathfinding.NodeYAt(NodeCount))

    Hopefully, it would give the position of the last node of the path.

    Cant wait to go home and test it