Traeve's Forum Posts

  • 15 posts
  • Ashley: do you then have any ideas for a solution?

    I assume that if the number of zombies and the terrain is simple(cell size large), then it is possible to recalculate the path fairly often without slowing down the game to much.

  • You can investigate if it is because they are the same object quite easily. Create a new zombie and copy the old zombies behaviors and see if the new and the old avoid each other.

    Let me know what you find out, I have a problem close to yours and never figured out how to solve it.

  • Ashley are you planning to include this one day?

  • Hi guys

    I created an example for an inventory like the one in Warcraft 3.

    Hope you guys like it and can use it.

    The example can be played at:

    dl.dropbox.com/u/4709324/index.html

    and downloaded from:

    dl.dropbox.com/u/4709324/ExampleWar3Inventory.capx

    This technique should be able to extend to create an Diablo like inventory with some adjustments. If people are interested, then I might extend the example to few Diablo like items also.

    Regards Traeve

  • Have found a solution.

    The pathfinder should of course be activated for each instance that is created.

    Sorry to bother you guys. Awesome plugin by the way.

  • Hi guys

    I have now successfully found a way to have multiple units using path finding at the same time. Each of these also use a line of sight element to smooth the movement. All seems well, but when a new instance of the unit is spawned and path finding is tried with this, then the game freezes.

    It can be seen in a simplified capx here

    dl.dropbox.com/u/4709324/Ny%20mappe/index.html

    Spawn a new zombie by pressing mouse left click and each time a

    black square with a red border appears, then a path has been calculated for the zombie its on.

    The project folder can be seen here.

    dl.dropbox.com/u/4709324/Ny%20mappe/Problem.capx

    At the moment i have striped away movement of the zombies, as this seemed to work fine and only finding the path is bugging med.

    Any help most appreciated.

    Regards Traeve

  • Ashley

    Is there a problem with using the vectorX idea.

    I have a problem with using the keys pressed technique, when pressing both it is possible to have the sprite walk backwards.

    Regards Traeve

  • Hi 00Rez

    I have tried several ways to combine a line of sight element and a player element, so several instances of path finding can be achieved at the same time. I have no luck and the capx I have at the moment is quite messy.

    The idea was to somehow loop trough all instances of players and take a specific line of sight element and then do path finding and smoothing with this. Somehow the line elements get mixed up and when one player has line of sight to the goal, then all ges straight to the goal through blockers.

    I would love to see an example where two or more elements use path finding at the same time. Any help is most appreciated.

    Regards Traeve

  • Hi Geo

    Had not seen that, thanks.

    Cheers!

  • Hey Geo

    The link for the example is down. Could you reopload it?

    Also, when you already have made a stack, what about expanding to also include a queue?

    Regards Traeve

  • Hi guys

    I have been thinking about this to a project of mine, but have some things I worry about and hope you can help me determine if this is something I really should use.

    The project would involve many enemies from different places on the map all trying to get to the player. These should work kind a RTS were they do not walk into each other, but the enemies do not have to seem smart at all.

    Is there any way this system can be used for a thing like this with C2? and still keep a reasonable load to the CPU?

    If anything is unclear in my question, then please ask and I will clarify everything.

  • Thanks for all your responses.

    sqiddster I have had some programming knowledge and actually started to program a platform game in Java, but there were to much programming and not enough game creating. So i found C2.

    simwhi I think this is what I will do, it also makes sense motivational, because it is possible to see parts of the final product in the small projects. Will analyse the big project a little more and see how I can separate it into smaller manageable parts.

    I will keep you all posted when the idea is separated and new problems arise. =)

    I have played a lot of different RPGs, but it is quite a long time ago, so i cant really remember my favorite. Some i do remember are more standard games, baldurs gate, diablo, icewind dale, wow, runescape and a few others. One I actually really like is a small game created by one man, ADOM, it can be found on adom.de.

  • Hallo

    I have an idea for a game, but this is quite complicated and a quite a large project. So the plan for now is to create several smaller projects to get to know Construct 2 much better.

    The final project is a combination of RPG (top down), base building and time management elements.

    I don't know which small games to practice on. Everything i can think of will be quite big to handle. I don't know if you guys have some ideas to relevant small projects.

    So far I will work on a simple top down shooter, with few RPG elements implemented, but your advice and ideas are most welcome.

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  • I had some problems, but now it works. Don�t know what happen, but now it works excellent and it makes it much easier.

    Thanks for the response.

  • This is a awesome idea, but I seems to have a problem.

    I can't get the stuff to work, it seems that timeline and countdown behavior is all installed.

    When requesting a countdown of 1 second, then it is done in one tick. Even when creating much higher countdown times, then they are still done in one tick.

    Can one create a simple example with a simple countdown function?

    It would be most appreciated.

  • 15 posts