piranha305's Forum Posts

  • yes i must have been due to the calculation, i changed it to use the moving angle and its working perfectly thanks!!! i was not aware of that property, i must have overlooked it, but its awesome thanks

  • this is how i have managed to get it kinda working

    + Enemies: Is Pathfinding moving along path

    -> System: Set angleToNode to angle(​Enemies.​X,​Enemies.​Y,​Enemies.​Pathfinding.​NodeXAt(​Enemies.​Pathfinding.​CurrentNode)​, Enemies.​Pathfinding.​NodeYAt(​Enemies.​Pathfinding.​CurrentNode)​)

    ----+ System: angleToNode is between 0 and 45 degrees

    -----> Enemies: Set animation to "right" (play from beginning)

    ----+ System: Else

    ----+ System: angleToNode is between 46 and 135 degrees

    -----> Enemies: Set animation to "down" (play from beginning)

    ----+ System: Else

    ----+ System: angleToNode is between 136 and 225 degrees

    -----> Enemies: Set animation to "left" (play from beginning)

    ----+ System: Else

    ----+ System: angleToNode is between 226 and 315 degrees

    -----> Enemies: Set animation to "up" (play from beginning)

    ----+ System: Else

    ----+ System: angleToNode is between 316 and 360 degrees

    -----> Enemies: Set animation to "right" (play from beginning)

    but as the enemy approaches the current node his animation start going crazy

  • Kyatric

    is there a way to accomplish sprite animation using the official path finding behavior? by comparing the direction the object is moving along the path?

    is there an example of that somewhere? would i have to capture the previous x and previous y and compare those with the new x and y and get the direction for that ? or is that a built in way in the official plugin to accomplish this?

  • okay i see, so..

    right mouse button down & sprite.ammo > 12 are together in the same condition which sets the boolean there could be an else after to set it to false which should work.

    thanks

    i'd need to have an extra event but it works well,

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  • yeah that works for the simple case, but what if the Boolean is used in more than place? like lets take for example isAiming?

    rightmouse button down => isAiming = true (so this right here isAiming needs to be a more complicated expression) like isAiming = (WeaponType == 1)

    ifAiming => doSomething here

    somewhere else like ...

    if Aiming => play animation?

    i mean i can just use the expression each time, its not too bad, or i can use sub events to get the desired effect, it would be nice to have a system action set boolean by expression or just have set value work on boolean values, but i can deal with it thanks

  • Im trying to set an instance Boolean variable based on an expression, i know i can use the expression itself to get the Boolean value but i don't want to have to keep evaluating the Boolean value each tick when its state only changes during a triggered event. so during the triggered event i want to set the Boolean based on some come condition but the set Boolean drop down is prepopulated with true and false and i cannot set it to an expression is this possible currently.

  • R0J0hound can you please reupload the capx thank!

  • can you reupload the capx please?

  • Has someone converted Paster https://www.scirra.com/forum/viewtopic.php?t=88750&start=0?

    or Canvas Plugin https://www.scirra.com/forum/viewtopic.php?t=64239&start=0? by R0J0hound

    having these in C3 would be awesome!

  • is there a way to set the z order of specific tiles in a tile map? or in order to get depth it has to be on a different layer?

  • I have 2 question regarding tilemaps

    i have a project with 2 tilemaps object, and they both have the same image, does this effect performance or size? something i noticed when looking at the sprite atlases generated by construct 3 the tilemap image appears twice even though its the same image unless i loaded the image image incorrectly? if the image is big enough it creates a second atlas page.

    another question i have is about which is better for performance? have many small tilemaps or have one large tilemap, ex.. i have sprite sheets for floors / walls / objects, they are separate images would it be better to have 3 tilemaps one for each image? or should i combine all those image and just have 1 large tilemap, that contains all the tiles from the 3 spritesheets, now i understand if the sprite sheets are small it might make sense to combine them but what if each spritesheet is like 1024x1024? would it make sense to have an image 3072x3072 ?

    **note none of the tile will have any collisions

  • is it possible to reupload these files? thanks

  • The documentation day that you can mimic stacks and queues lifo & fifo data structures by using a 1d array and using push and pop, but the documentation also states that array do not dynamically resize.. Does that behave differently with push vs insert?

  • Is there a way to get the tilemap array data without having to create events that dump the information? Like in the editor? It would also be awesome if there was a way to edit it or load the tile data in the editor to quickly iterate creating tilemaps

  • here is the link to my entry for the gamemaker toolkit game jam, https://piranha305.itch.io/space-frog if you play let me know what you think, and if you enjoyed it, or didn't