Zebbi's Forum Posts

  • i've found a huge problem. once the varible has changed to four, instantly twelve copies of the main enemy spawns behind it, but i only want one to spawn. any help?

    + System > If true trigger once?

  • The two ways I've used to do that are either:

    * move the player if he exits either end of layout. Scrolling is unbounded and the seam is hidden by either carefully placing objects in the same places on either end or using the paster object to copy the other side. It just to make the transition appear seamless.

    * move everything under the player instead of the player. And just wrap the pieces as the leave the layout.

    Both those take care of the visual portion. The seam will be a problem with ai and such so you'll have to take that into consideration with your events.

    I think the first method makes sense, if unbounded scroll is trigger-able, so when your reach that part of the level it turns bounding off, then you could proceed with the section that wraps. As so matching AI, I don't think either of my examples need that:

    https://youtu.be/QcfyypW65BM?t=24

    https://youtu.be/s-J3M33cDNw?t=8

    Neither have anything that would be different on a wrap, so I think it could be done that way. Would use paster be essential or could it be done with creative triggering?

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  • maybe I'll hire someone to create a plugin specifically for this with the variables I require to achieve realistic AI driving using a similar solution to pathfinding that handles car waypoints.

    Thanks for directing me to your plugins tho, once I learn this program a little better I'm sure I will find many uses for them.

    This might be of use?

  • Most of the math in that example is to prevent the overlapping..

    All you'd need is the part that does the bullet instead of the follow path..

    Like this:

    https://dl.dropboxusercontent.com/u/485 ... rcles.capx

    This is perfect! Thank you so much, a lot easier to read for those of us who are a little lacking in geo/trigan-ometrical knowledge <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> I noticed the pathfinding method was a little shaky when the screen is set to scroll to it, I'll be keen to see if the bullet smooths things out. Is bullet a better behavior to use over, say, the car behavior?

  • What I would do in this case is use the patfinding behaviour to find the path and the bullet behaviour to move along the path, that way the path only has to be found once and when the last node is reached you could set the direction for the first node again..

    Something like I did in this example:

    https://dl.dropboxusercontent.com/u/485 ... erlap.capx

    This looks great, but it looks like a lot of maths. Is this way vastly superior to the method of pathfinding and moving? I appreciate that to do multiple passes of the same path might be more tricky, but is there no easy way of having the sprite loop around the path without using too many extra movements and expressions?

  • The origins on your Start/Finish blocks were bad, so that caused some confusion at first. When corrected, simple pathfinding works fine.

    http://www.blackhornettechnologies.com/ ... r_BHT.capx

    blackhornet Quick beginner's question, how can I do "laps" in this way? I want to have the sprite cross the finish line an go around again, I've tried it with variables and also with offset overlaps, but due to the object either not quite reaching the destination marker properly, or trying to turn around at the end, I'm not sure how to go about this? Basically, once it hits the finish, it needs to go around again, preferably with as few markers around the track as possible (we are pathfinding after all!) and with no risk of the sprite turning around and going backwards.

  • Zebbi : You should really have a look at your origin-points, this is not the first time they are in the wrong place in the projects you shared..

    Sorry, I wasn't aware the origin points were important in pathfinding, I've found that cloning items causes some strange origin point offsets, and alot of the time I haven't noticed any particular issues.

    The origins on your Start/Finish blocks were bad, so that caused some confusion at first. When corrected, simple pathfinding works fine.

    http://www.blackhornettechnologies.com/ ... r_BHT.capx

    Wow, thanks for that, really helpful! I wasn't totally sure if it was possible or effective with pathfinding, but you've proved very well how effective it can be! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Here's a capx of a tilemap track with a sprite wants to find it's way from Start to Finish: https://www.dropbox.com/s/wg69djmnroga9 ... .capx?dl=0

    I saw this great example by rexrainbow : request-car-pathfinding_t125153

    And another pathfinding method: behavior-easystar-js-pathfinding-for-tilemap_t129056

    But they seem quite tricky to set up, and I haven't got the greatest understanding of angles and loops, so I was wondering if the sprite could "drive" or crawl it's way around the track using the simple tools provided in c2? I tried it with solids, 8-dir and pathfinding, but the sprite just hit the wall and refused to go around the maze, and I'm concerned the built-in pathfinder might get stuck and I really need the sprite to always be moving, trying to find it's way around the track. Any suggestions as to how I could get started with the simplest method possible would be great!

  • Just tested with r219 and this functionality works.

    Here is an animated gif of it in action:

    Ahh, I see, you have to engage the tilemap editor first and then it works. I was thinking it might have copied ALL of the tiles that were selected rather than just one for each in the editor, but still useful.

  • So in the new beta release r208 it says:

    [quote:24fd0wp7]Tilemap editor: can now hold shift+right click while dragging over a range of tiles, and the tilemap editor will select all the tiles from the start tile to the end tile. Useful for selecting patches to stamp out again.

    I feel silly because I can't figure out how to get this to work. Is anyone else able to use this? I try doing what it says, holding shift+right click while dragging over some tiles I have already placed but it doesn't seem to do it--it doesn't look like it's selecting anything as I drag and it just brings up the usual right click dialog when i get to the end of dragging and release shift and right click....

    Same issue here.

  • On Sonic the Hedgehog 1 for the Genesis, there is a part on one of the labyrinth levels where the level wraps around until you throw a switch, and on Mario (3 I think?) there is a similar trick on a Bowser level and you have to pick the right path or else the game beeps and you wrap around the layout. How can this be achieved in c2? It's not quite as simple as resetting the player position as there are no strange jumps. Any ideas what tech could be used to do this trick?

  • Maybe this should be moved into a tips forum if it's an orthodox method, since I haven't seen it used else where like this and wanted to share.

  • Zebbi , I agree with you, the official "Keyboard" plugin does the same thing better. If only it could register the "Spacebar"...

    An other issue is that there isn't a way to differentiate the left Shift/Ctrl from the right. This is a restriction inherited from the browsers or something...

    Anyway, keep it up!

    Fortunately, I only need characters and numberics, so it's not an issue, but it would be still nice to capture space bar from the keyboard plugin. Can't it be done at all with your method?

  • We could implement a Construct Classic-style limited ability to do some basic 3D transforms (e.g. Z height, mesh distortion) but that would require dropping support for the canvas2d renderer, which is about 10% of all devices in use today, while dropping support for non-WebGL browsers (IE9, IE10, old Android browsers). On top of that adding 3D features is a rabbit hole that leads to developing an entirely new product and taking the company in an entirely new direction, which is not something we're keen to do right now.

    Understood, I was thinking primarily a plugin based off the link OP posted. But now you mention it, z height and mesh would be awesome, kinda like After Effects handles false 3D.

  • Did it with anchors, just like css, thanks for all of your help LittleStain !