PixelMonkey's Forum Posts

  • If you simply make a kickstarter to raise the funds to purchase a Construct 2 license, then I don't think there would be any issues. Best to ask Ashley to be sure.

  • Another Aussie here.

  • This happens to me too, and it does seem to happen more often if the program has been open for most of the day.

  • And done! Play Keep It Simple here. 16 hours of work total, and potatoes hidden in the game. I'm quite happy how it turned out, given the time restrictions, although I wish I could have done some nicer graphics.

  • JohnnySix Aww man that's a pain. Especially in a competition with such a short time limit.

    lemo Ah right, I can do that.

  • And it's bedtime. First day of work done, and I'm very happy with the progress I've made. You can play it here. Any feedback is welcome!

    I've managed to get leaderboards working with Clay.io, so see if you can find an exploit to get you to the top.

    Also, the graphics are not final. Today's focus was the gameplay, so tomorrow I polish the rest of the game up.

    EDIT: Oh, and if anyone can think of a good name, I'm all ears!

  • And so it begins! The theme is minimalism, so I look forward to seeing what people come up with.

  • I intend to at least try. I'm not sure if I have time, but I'd like to make a habit of participating in this. Gives me a reason to actually finish something, even if it is small. :)

  • I couldn't find an expression either, but "Sprite.Width/Sprite.ImageWidth" should do the trick for this.

  • Sorry for double post, but I seem to have a cheap workaround for the time being. If I use a 'wait' action for a quarter of a second, they seem to do things as they should. I assume, however, that on slower computers that wouldn't be enough time to regenerate the obstacle map so if anyone has a better solution it would be much appreciated!

  • Well, the problem seems to be that even after they stop, they will start again after a fraction of a second, still on the wrong path.

    Ashley, does the Regenerate Obstacle Map action have a similar time delay to the Find Path action, or should a Find Path action placed shortly after the regenerate action use the new obstacle map?

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  • I've been experimenting with the pathfinding behaviour, and I'm quite impressed with it so far. One hiccup, though, is that it doesn't quite work when you place more obstacles while objects are still moving along a path.

    I've set it so they stop moving, regenerate the obstacle map, and try to find another path, but generally several of them will keep moving along the old path, ignoring obstacles that should stop them.

    I assume this is because the behaviour generates the paths and obstacle maps in the background, but is there a workaround to make sure that the objects don't check for a path until they have the most up-to-date obstacle map?

    Also, I know that regularly refreshing the obstacle map is a bad idea, but I've limited the layout to only 20x20 cells to try and offset any performance issues.

  • If you were running it from your computers, then yeah that won't work well. Browsers won't let you run that kind of thing properly for security reasons unless it's from the internet.

    If you're getting a black screen while running it from dropbox, though, then there's some kind of problem.

  • This looks very interesting. 1 month isn't a lot of time, but I think I have a couple of ideas for a game!

  • Old thread is old, but I updated my graphics drivers and this issue was gone. So just in case anyone searches this issue up later, make sure your graphics card drivers are completely up-to-date.