lukezero's Recent Forum Activity

  • Actually, i didn't use any behavior too.

    That is good example of point-movement, but that's absolutely useless for isometric games (And that's exactly what i created).

    XpMonster, dude, your CAPX with the movement for isometric games ready yet?

  • lukezero

    The fact it's isometric doesn't make it any different to regular path following.

    Here's a way to do it:

    https://dl.dropboxusercontent.com/u/542 ... ollow.capx

    It just moves toward the next waypoint. At the start and when the targeted waypoint is changed the distance is calculated in a variable. As the sprite move the distance is reduced by the same amount, and when the distance variable becomes negative we know the waypoint was passed so we target the next waypoint.

    Great example, great R0J0hound, mainly because you didn't use any behavior to do so.

    Thanks one more time for your collaboration! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • As the first image,

    But I note that the grid is invisible on stage. Then I think both are useful for what I want. ^^

  • Alright, it's 40x26.

  • Thanks one more time, XpMonster. ^^

    The image size of the Grid is 816x473.

  • Exactly,

    Your CAPX is a good exemple and a good job, but I need something more specific, due to the format of my game.

    Thanks for your collaboration. ^^

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  • These black dots in the track are the waypoints that the kid (out of the grid) gonna follow in this stage.

    As I said before, I'm using MoveTo now to do the track movement, but it isn't perfect. Maybe its a collision problem, I don't know.

  • Sure, ^^

  • Master R0J0hound, can you help this padawan here? ^^

  • Hi C2 developers! ^^

    I would like to hear from you what is the best way to make an object not controlled by the player move linearly through a predetermined track.

    I managed to do here through waypoints together with the MoveTo behavior, but it's not perfect, because I need that to move objects in a perfect line between the waypoints without small deviations. It is worth mentioning that my game uses isometric perspective (30 degrees), then the difficulty is greater. Furthermore, there are waypoints in stage 5 to move the object from point A to B.

    HOW TO IMPLEMENT THE RANDOM TRACK?

    Now I'm trying to implement an alternative random paths system to a game based on the simple_path_follow.capx posted in this thread by

    https://dl.dropboxusercontent.com/u/542 ... ollow.capx

    I'm trying to do this:

    I believe that the right way to do this is by identifying the black circles through UID, but I cannot implement it. For this, I left the black dots that make up the parallel paths with equal values in the variable "n".

    So I tried (unsuccessfully) to do their own event to redirect the avatar, making the following changes:

    Object move at angle: move min(Self.speed*dt, Self.dist2target) pixels at angle angle(self.X,Self.Y,Dot(choose(30,31)).X,Dot(choose(30,31)).Y)

    Object subtract from: subtract Self.speed*dt from dist2target

    EDIT:

    RANDOM TRACKS SYSTEM IMPLEMENTED BY blackhornet, through LiteTween. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

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

    LiteTween: viewtopic.php?t=70700&start=0

    Thanks in advance the attention and collaboration of all. ^^

  • Great,

    I had a similar problem. ^^

  • I did this recently with an special enemy that is spawned in an specific interval of time (3~8 seconds).

    Set Enemy to floor(random(3,8))

    "Enemy" is a global variable that is used in a later event that interrupt the commom enemies spawn.

    System > Set group "commom enemies" deactivated

    Generator > Spawn Special Enemy on layer 0

    System > Wait 1 second

    System > Set group "commom enemies" activated

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lukezero

Member since 4 Oct, 2014

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