winkr7's Recent Forum Activity

  • rexrainbow

    You have "pick all edges" twice in the event editor for graph under SOL -edges.

    yours

    winkr7

  • rexrainbow

    I like the random graph demo. Yes you could check for crossing links with the condition: overlapped.

    Are you going to make a layout editor for this addin?

    Does the least path calculation have an option for one-way edges?. I know you did this for the Board addin,

    yours

    Winkr7

  • rexrainbow

    In your example demo, none of the brown lines cross. If I wanted to add another node to your demo I want to be sure that when I create links to the other nodes the brown lines don't cross, or if they do cross--where do they cross (the layout x,y coord of the crossing point).

    As an example, connect the node in the upper left corner of the layout to the lower right corner. It will generate a long brown link that corsses 5 or 6 other brown links. THe programmer wants to be able to detect this condition (true--yes it crosses at least one other node link). Later on you may want to add where it crosses.

    I am calling node link what you are calling edge. So yes, if the edge is a line do they cross.

    yours

    Winkr7

  • If you are making a galactic star game for instance with your graph, you still want to know the "cost" of the 3 worm hole jumps and where is the "nearest enemy system that does not have a star base" filter type question.

    Also, it would be very useful to identify where graph links cross eachother. Your example has no crossing links.

    A builder of the graph might want to avoid crossing links since it will interfere with the user-interface and presentation--or at least know the location where they cross.

    yours

    Winkr7

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  • Looks great. I assume you will have a "nearest" option as you do in Board? And the other things in SLG movement (like the filter functions).

    Also, Sometimes it is nice to be able to get a list of all the nodes that comprise a closed loop around a point--if such a simple closed loop exists.

    yours

    winkr7

  • rexrainbow

    SLGMovement Get Moving Path set to "nearest" seems to have quit working for destinations that are beyond a distance of Cost. It used to fill in the path up to cost even if the destination was out of range. This is probably related to the recent infinite size upgrade?

    Correction: never mind. It looks like I can't duplicate the problem. Sorry for the false alarm

    yours

    winkr7

  • rexrainbow

    Great. Its fixed

    Thanks for your time.

  • rexrainbow

    The crash is in Board are chess neighbors by UID ( i only tested non-wrapped neighbors).

    It doesn't crash if they are neighbors, only if they are not. The attached simple capx will crash

    immediately when you start it up.

    https://www.dropbox.com/s/4d8l7uij1rd5b4u/meg.capx?dl=0

    Thanks for your time again.

    yours

    Winkr7

  • rexrainbow

    Thanks. That fixed the problem with Remove chess by UID. I am also seeing this.getWrapMode is not a function in another project but I have not isolated it into a small capx yet. I will post it when I track it down.

    Thanks for your time and thanks for the plugins.

    yours

    Winkr7

  • rexrainbow

    I still get the crash--It says its in SLG_boardplugin. I don't think it is board_edge.

    I downloaded, board, edge and slgmovement and tried again, Same capx in the above dropbox still crashing,

    Thanks for your time.

    yours

    Winkr7

  • rexrainbow

    I have a crash in the board plugin. Remove chess by UID crashes, whereas remove chess does not.

    Here is a short capx that shows the problem. It will crash as soon as you run it.

    https://www.dropbox.com/s/hjyld9e8jmvrjo5/meg.capx?dl=0

    Thanks for your time, and thanks for the plugins.

    yours

    winkr7

  • You need to drag the png onto a layout at which point it becomes a "sprite" object. Then you can manipulate its rotation angle in an event sheet attached to that layout.

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winkr7

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