TheSynan's Forum Posts

  • The best you will probably get is by using the Wrap behaviour. You can read more about it here.

    As for the seamless, no snap effect, I simply don't think it's possible, but I may be wrong.

    I tried the behavior first thing, but as you mentioned it has a snapping effect.

    I thought that I might be able to do some trickery with the scenery and specific teleport locations but it's not working out so well.

    I could go the rotary route but that has it's own list of issues. :/

  • Is there an easy way to make the map continuously wrap? once you hit the end, you start at the beginning?

    I want it to be seamless though and the invisible teleport sprite I have in place now just inst working so hot.

    thank you.

  • Something like this?

    [attachment=0:qo4h210w][/attachment:qo4h210w]

    Fantastic!

    this is pretty close to what I had in mind.

    For lightning I was thinking about the action to take place on click rather than click release, and I think I can figure that out but how would I make the line stay opaque and follow the mouse while it's in the click down state?

    Imagine you're firing a burning laser and as long as the mouse is clicked down, the laser follows the mouse.

  • I'd like to stretch an animated sprite /line from an object to the mouse x and y on click but I'm not sure how to go about it.

    Think laser or lightning.

    Thank you!

  • Thank you so much!

    I was just about to post a new topic about this very subject. I would most likely tone the explosiveness down for my application but it's right what I needed.

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  • TheSynan Are you picking nearest/furthest the forest, or the pathfinding villagers?

    I opened up the pathfinding example and put in an event which went something like this:

    obstacle (not pathfinding object) pick furthest to obstacle.x, obstacle.y

    then for the action I had sprite (pathfinding object) find path to obstacle.x, obstacle.y

    This works (I did have to delete the obstacles off to the side, it couldn't find a path to them for some reason, but that's irrelevant unless you want to replicate it in the pathfinding example...)

    so replace "obstacle" with "forest" and "sprite" with your villagers and it should work.

    EDIT: No wait, I confused that... it should go:

    obstacle, pick furthest to SPRITE.X, SPRITE.Y (not obstacle.x and y as I said above)..

    Thank you!

    It works. I had a hell of a time with instance variables and having the "villagers" find a new path but I got it working. Thank you!

    Now on to working out LOS crap haha.

  • add event, choose the forest sprite, look for "pick nearest/furthest"

    then for the action, find the path.

    This actually isn't working. I found that I can pick nearest/furthest with the path finding object but then I need to tell it where to set the path once it's picked the nearest and during this phase I can't tell it to go to the "picked" object.

    Can you upload a CAPX?

  • add event, choose the forest sprite, look for "pick nearest/furthest"

    then for the action, find the path.

    Sometimes I assume the goal is so unobtainable I end up overthinking how to get there. Thank you, let me try it later today and I'll get back to you!

  • Lets say I have some villagers spawning from a boat and I want them to find a path to the furthest forest to gather wood and then find a path to the nearest plot to build.

    How would I have them pick nearest or furthest before setting a path?

    This could also be used when fighting things trying to attack the village. I would like to limit the villagers to attach the nearest enemy.

    Any thoughts?

    Thank you!

  • Simple question, maybe not simple answer.

    I want to set up an autosave system for my mobile game in the event the user accidentally exits before they mean to or at the very least when they exit it saves their current data without needing to click a "save" button.

    Upon returning to the game from a cold start I would also like the game to check for saved data and allow the user to "continue" if they wish.

    Is this easily done? I have a hard time exporting and testing on my Android device so I'm trying to cut down the work time be asking here instead.

    Thank you!

  • > You just need to make it smoother using anglelerp and add some conditions (these of course will depend on your level design), check this out:

    >

    > [attachment=0:3fgzayoi][/attachment:3fgzayoi]

    >

    I love you.

    I knew i'd seen a simple way to transition the perspective this way but I couldn't remember where I'd stuck the file. Thank you so much.

    This has given me an awesome starting point.

  • You just need to make it smoother using anglelerp and add some conditions (these of course will depend on your level design), check this out:

    [attachment=0:33c1y9f4][/attachment:33c1y9f4]

    I love you.

  • I am not sure what you're getting at, but did you try simply rotating the layer to the angle of the character (having all object that needs to be rotated on this layer, or rotate multiple layers)?

    I think you're on to something. I've attached a CAPX to show what I'm after, I know that sometimes I can't get my idea across that well but the idea is to be able to transition from a floor to a wall to a ceiling.. more or less.

  • I saw a simple explanation of this a while ago and I can't find it now. basically, I wanted to create a simple sprite that would set the players current gravity and camera angle to the angle of the sprite itself if overlapped. It's meant to be a single event type system, not fooling with physics or complicated custom movements.

    Example: player walks on the default solid object and then hits a curved path upwards, at this point I would have a simple invisible sprite that sets the new angles and as they continue to move along the curve I would have more and more sprites setting the new angles until they reached the new flat surface.

    hope that helps, thank you!

  • I saw a thread a while back and I got to thinking that being able to draw a line or link sprites together to connect points should be easy.. Just not easy enough for me to figure out. Does anyone know how to do this?

    I've included a link to a creative guide, I just don't know how to translate it to C2.

    http://drilian.com/2009/02/25/lightning-bolts/