recksbayne's Forum Posts

  • kriand You did all the work for me! God bless you, I couldn't have asked for a better reply!! I should be ready to proceed now, thanks everyone for the help.

  • dop2000 thanks for the great suggestion!

    It works much more accurately to the behavior that I wanted, unfortunately there are still some issues that I can't seem to figure out.

    I'm still unsure as to how I can lock the party member to only move in 8 directions, they still move freely at the moment.

    Another issue that I came across is closing the gap in between the avatar and the party member when the avatar is walking. Currently I'm setting the speed of the party member to be equal to the distance in between them and the avatar, which accelerates the party member's speed when theyre far away (so the party member can catch up if the avatar is too far away) but also has the side effect of always being the avatars max speed away in pixels.

    Here's a WIP capx: drive.google.com/open

    Thanks for the help!

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  • Hello everyone,

    I'm trying to figure out the most optimal way to make a caterpillar system from a top-down perspective in 8-directions.

    For those of you who aren't sure what a caterpillar system is, it's when you have entities (such as party members) that follow behind the avatar in real time. Secret of Mana on the SNES is a perfect example of the behavior that I'm going for.

    I've done as much research as I could and found some ways to achieve this effect but none result in the behavior that I want.

    For example:

    -Pinning each entity to the last using the "rope" setting:

    This makes the entities follow the player in a snake-like way which doesn't feel natural and also offers little control over other positioning behaviors.

    -Pathfinding:

    Because pathfinding is taxing to use when the end of the path is a mobile entity, it's unrealistic to update the path goal frequently enough to have entities consistently follow the player; although it does offer flexibility in terms of positioning.

    In Secret of Mana, the characters that follow you are always moving in 8 directions and aren't tightly locked into a caterpillar system, they have some freedom to their movements and the distance between each other when following the avatar; they can also break out of the caterpillar system to perform other actions that require their positioning to be different.

    TLDR;

    -Caterpillar system is when party members follow the avatar

    -Pinning feels weird and gives no freedom

    -Pathfinding is too taxing

    -Every entity should be locked in 8 direction movement

    -Entity movement should feel natural

    Here's a video of Secret of Mana for reference:

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    This is a very challenging task and I would be extremely grateful to get some ideas as to how I could make this happen in Construct 2. Thanks!!

  • rexrainbow thanks for the reply!

    Unfortunately the wander action doesn't have functionalities that I need; in the example I sent the AI have a very simple pattern that looks like wandering but in other levels the AI patterns are much more custom and specific, I'm not sure how I can use wander to create the level of precision that I need to create these specific patterns (none of the movement is randomized).

    I'd be very grateful to hear another one of your suggestions, thank you for the help!

  • rexrainbow Here you go: https://drive.google.com/open?id=1G84-wvLUEh46NuRKEyN4sgod15lmJFrX

    Hopefully this will do, thanks for the reply!

  • Hi,

    I'm having a technical issue using grid move: I have 2 chess moving simultaneously back and forth, but they quickly go out of sync

    Each tile on the board is 30x30px

    the speed for object "Blump" is 30 and object "Kepper" is 90

    Here's my code that makes them go back and forth:

    https://imgur.com/a/n3OHX

    Theoretically Kepper should go back and forth 3 times for every 1 time for the Blump, but after a few times of bouncing around they don't reach their destinations at the exact same time, Kepper tends to arrive a bit late and those few pixels matter a lot in the context of the game.

    Thank you for the help!

  • So I still haven't fixed my issue but I did find this post:

    It's the same problem that I'm having but I'm having trouble adapting it to my project...

  • Thanks for the reply and sorry for being impatient

    Unfortunately even with the fix it still seems to occur...

  • Thanks for the help

  • I'm trying to make a game where the tiles scroll upwards and they get deleted when leaving the top of the screen as they get created at the bottom. It's the first time I try something like this and I'm not the greatest with loops, I managed to make it work but I can't get rid of those horizontal gaps that appear when the speed is faster.

    Heres what the issue looks like

    Heres the code

    Thanks for the help!

  • Found the post a little bland so I decided to add some pictures

  • Hello everyone!

    So I just finished my first game, it's an arcade style casual reflex game out on the google play store right now! : )

    You can check it out at https://play.google.com/store/apps/deta ... essmadness

  • sorry about that,

    top left runs first, bottom left runs second, and from there you could either go to middle left or right

    I attached a labeled picture i hope it helps

  • I'm starting to think it might be a problem with the third-party plugin I'm using in Crosswalk? i did this to make it work:

    Name: Android IAP

    Plugin ID: com.smartmobilesoftware.inappbilling

    [x] Plugin is located in the Apache Cordova Plugins Registry