shinkan's Forum Posts

  • There is one more thing.

    Pathfinding behavior on "Find path to X,Y" gives you nodes/waypoints, and this is all you need basically.

    Then instead of using "Move along path" you could make your own movement to move and rotate object between these nodes.

    Here's very quick, and ugly example using MoveTo behavior

    But to be honest I like that original movement where player can go anywhere keeping 8dir animations only, it reminds me of old sierra/lucas art games

  • Ahh, You want to limit the angle of pathfinding behavior itself. I don't think it's possible to limit the angle of motion.

    When path is generated Pathfinding creates a bunch of nodes on a grid and generally only moves along 8 directions - from one cell to another cell. [attachment=1:2xu10pot][/attachment:2xu10pot]

    but actual movement of the object is more like interpolation between each nodes - object never perfectly lands on a cell where node is, instead it cut corners to move to the next node in shortest time. This is all done internally in the behavior.[attachment=0:2xu10pot][/attachment:2xu10pot]I've added Paster to draw perfect path of Pathfinding behavior movement along path..

    Only way to sort this out I can think of is Ashley would need to add an option to the behavior so we could set how much this interpolation affects the movement. For example 0-1 based, where 0 is straight lines from node to node and 1 - this what we have on image above.

    I can't think of any other solution - except of making your own pathfinder in events.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Nah. Just a personal preference. In my capx you can add pathfinding behavior to the Sprite2 and replace all event to use this sprite only. It will work just fine.

    But for that kind of things I like to keep them separately.

  • Quick example.

  • I would start with different question. Do you need pathfinding?

    What I have seen in your videos, there's really no need for that. I would rather based that on let's call it "walkable areas".

    But to answer your question. I don't know what you have in your C2 but I would make a sprite "A" with pathfinding behavior to move around. And another sprite "B" with all animations that follows "A" and set it up so it plays animations based on angle between sprite "A" and sprite "B".

  • This looks really nice!

    Details on the character and animations you put it's quite lovely.

    If you ever gonna need some help with C2 coding I'll be more than happy to help.

  • i think you could make it using standard "circular" motion with sin and cos and little switch. When object is on top just move it forward and after some time turn on circular motion. After reaching bottom turn it off and let it go forward. Then turn it on again etc.

  • Construct 2 - Expert - 3

    Adobe Illustrator - Advanced - 3

    You mean "I know what buttons on the interface do" or "I can code complicated games/Make anything you want and ready to publish drawings" ?

  • At that time dropbox was one of the easiest and fastest to use (and free of course) - it was before forum have an option to include files in posts as an attachments. Noone never forced anyone to use it, it was a users choice. Besides that you could use it to host your games (you still can if you have old account).

    Disappearing link have nothing to do to with dropbox stability. It's just the users who deleted the files from dropbox or closed their accounts.

  • Tried this?

  • It's old. It's messy. And out of date. But served it's purpose good

  • jayderyu

    Don't want to mess with your file, so I just gonna put it in here

    Cartesian Layouts - Yes! I think layout in overall should not have any limits. It should be an infinite space where you place objects and control how you want to display them.

    I'm just thinking out loud here, but some sort of Camera object could be nice. In that object you would have options to set game screen size (like current layout size), set position, etc... And be able to actually see in editor what you will see in runtime. Multiple camera objects = switching between them on the fly, object following etc... Like MagiCam build into a editor.

  • Grouping layouts - can be as simple as folders, but would be very helpful in workflow, in editing and in game design.

    Grouping layouts? Something different than currently is in C2 (in Projects panel)?

  • If the user snaps an object to the border of the layout, he expects it to snap to it, not be cut in half with 50-75% of it invisible.

    Not really. Snaps do not work with object shapes but with objects Hotspot positions

    [attachment=0:17xj6jgn][/attachment:17xj6jgn]

    If you were to limit snaps just to the border then you would never placed an object with centered hotspot next to the edge of layout.

    Grids are not limited to the layout as well, they are visible only on the layout area but they extend over it.

    This is not a typical image editing software where area of work is all what you get. In C2 layout size is just a visual representation of the game screen where you can place objects. Notice that you can place them not only inside the layout but outside too.

    And if you turn on Unbounded scrolling then you will see that layout have no limits in size anymore - can have probably infinite size.

  • Any more info?