Zebbi's Forum Posts

  • 99Instances2Go

    Would it be as easy as isolating the pathfinding to "if clicked on tile that is different to currently occupied tile" condition? I'm not sure how to do this

  • Delete 21 & 22.

    Thankyou! On a side note, and this is something I've been wondering about for a few days, is it possible to "moveto" within the tile by the pixel without pathfinding if the mouse is clicked within the same tile? So, for instance, these are pretty big tiles, would it be possible if the user clicks WITHIN the tile, the character moves to the mouse without pathfinding?

    After that, I think it will be perfect!

  • drive.google.com/open

    Thank you! I tried to fix that, but couldn't work it out myself

  • Hey guys,thanks for the help, the code is accurate! I will work on it. In the mean time, what are the tiles that you guys used?

    Do you mean the art? They're original.

  • Cant find that bug in my example.

    Here's the bug:

    It's resetting the array to 0,32,32?

    This ain't vaporware, it's just some mighty big news a-brewin', methinks.

  • Cant find that bug in my example.

    This is 1.0.1: https://dl.dropboxusercontent.com/u/700 ... p_1_01.zip

  • Cant find that bug in my example.

    If you click on he same spot twice without moving the mouse on an unwalkable tile? I think you're on the newest version of easystar?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Shortest path to first available tile.

    https://www.dropbox.com/s/d12hf0jnyudhl ... .capx?dl=0

    Ooh, any way of fixing that bug when you click on the same spot twice? It sends the player to the far left corner?

  • Shortest path to first available tile.

    https://www.dropbox.com/s/d12hf0jnyudhl ... .capx?dl=0

    Ahh, thank you! I'll look at this right now and work it into my engine, was really hoping for an answer tonight, thanks so much!! R.I.P. Carrie Fisher <img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very Sad">

  • > Ahh, is canvas resizing not the same as using a shader to accomplish it?

    >

    > Set canvas size

    > If a fullscreen mode is in use, this effectively changes the size of the Window size project property, which adjusts the size of the viewport.

    >

    Set Canvas Size just changes the window size property which adjusts the size of viewport, it doesn't stretch the game. As i understand, you want to stretch it

    > doubling the resolution to x2 (or tripling to x3, quad with x3, etc) and resizing the height by 1.2 to create old-skool rectangular pixels? Like how they aspect correct in SCUMMVM by doing a scale and changing 320x200 to 320x240 after the scaling

    >

    You can't stretch the game from 320x200 to 320x240, you can only change the viewport with Set Canvas Size action.

    Here's a quote from scummvm:

    [quote:29eqzzh8]Most games supported by ScummVM were designed to be played at a screen resolution of 320x200 using rectangular pixels (higher than they were wide). Most modern systems however are using square pixels, which means that the image appears to be squeezed vertically and the characters look wider and shorter than they should. If this option is checked, ScummVM corrects for this by stretching the game window to a resolution of 320x240 which with square pixels looks the same as 320x200 on old monitors. As with Graphic filters, this takes a little processing power to achieve. We can combine this with a Graphic filter, and for example with a scaling of x2 the window size will be 640x480 instead of 640x400.

    I'm trying to work out if canvas size should be set at all? What shader would be best for upscaling in C2? I thik the Somebody scale shader would be fine to stretch, but the game first needs upscaling evenly by x2 or x3, etc.

  • No problem! Maybe a genius like R0J0hound could take a look at how easy it would be to turn some of the hard codes more dynamic, things like the array events for each object should be able to be selected by the name of the sprite, and somehow work modulo into the expression so it only makes a new page if there's 1-4 items over each division of 4? (I'm probably being cheeky asking for this! :p )

  • I've successfully used the easystar pathfinding for tilemap algorithm to make a character walk to where the mouse is click ala:

    You'll notice in that example if you click on an unwalkable tile, the player doesn't move. Is there a way of working out the nearest walkable tile and making the player move to that, so wherever you click, the player always walks somewhere, just not through an un-walkable tile?

  • Can anyone show me an example of how to make a character move to a tile using moveto? I've been studying the second example, and can't quite figure out how to simply make a sprite move through the nodes to a tile?

    EDIT: Found one:

    Is it possible to make a character move to the nearest walkable tile if you click on an unwalkable tile?

    EDIT: got that one too!