SoldjahBoy's Recent Forum Activity

  • What pathfinding cell size are you using? Is there enough "space" between your objects for the characters to properly and easily fit through? Have you tried running a quick function for "regen obstacle map around sprite.object" to see if that helps?

    Those are just the first few things I can think of that may be causing an issue.

    *EDIT*

    I just watched your video link. The lag doesn't seem super noticable to me but I can see a tiny bit of jank. How many enemies in total are in the layout and how big is your layout? Large layouts will cause jank when using pathfinding because of the sheer amount of calculations gets exponentially increased as the layout size gets larger. Also, lots of objects calculating paths all at one time can cause this.

    ~Sol

  • Awesome stuff! Glad that I could be helpful... everyone knows I ask enough questions myself still, lol!

    ~Sol

  • Thanks R0J0hound

    I actually figured out what I was doing wrong but will take a look at your example anyway since you probably do it better

    I am still having one issue though... if I move the canvas at all during runtime, it moves/draws in an unexpected way. I have made an event that simply places the canvas to viewportleft and viewporttop (also tried using my camera obects coordinates as another way) but the canvas sems to move *beyond* the intended location... as in, when i move down, the canvas seems to move down (or right) as well but PLUS extra distance. The further I move, the more out of whack it gets. Any idea why it's not setting the position to viewport? I'm clearing the paths and lines every tick and redrawing on it, so I don't think it's a case of misaligned buffer.

    ~Sol

  • R0J0hound

    I'm actually having this same issue... I'm not using the latest beta of C2 though. Can you confirm that canvas is still working from R242 and up?

    I tried drawing a line, and filling a path... and nada. Just blank :/

    Cheers

    *EDIT*

    I removed the anchor behaviour I had on the canvas and the line started drawing... path still not filling but maybe I'm doing something wrong there. Well, using anchor certainly causes an issue at least, lol. I'll try moving it manually and see if the problem returns or not.

    ~Sol

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  • A tip I can give you for using boids, is to use the boids behaviour on a "ghost object" - and then get it's coordinate data, or whatever else you need from it, and apply that to your actual object.

    In my current protoytpe, I have made a group of "dudes" follow the main player "dude". I have some ghost boid objects that flock with the player constantly, and use pathfinding to reach the desired boid location. Each "dude" has his own instance of a boid "node" that is always following the player. In this way, I get the flocked-style "formation" while using path finding, while avoiding having everything pile up in a pixel perfect mountain of identical sprites.... BUT still have the ability to navigate intelligently.

    I have found boids a little... constraining to work with. I have also had some issues implementing rex's boids behaviour as well... but in the end I found the original one a little more straight forward to use, and by using "ghosts" I was able to do exactly what I wanted while maintaining direct control over my actual sprite "dudes".

    ~Sol

  • You may find it easiest to use physics with joints. You can spawn each rope section where you want it, and pin the joints together in a single function call.

    It depends how detailed you want these ropes to be, and how many you want to have on-screen at once... but you should easily be able to have quite a few ropes doing it just with physics. If you want to try IK chains, that's a fair bit more difficult - but there are tutorials on the forums for IK solvers.

    ~Sol

  • Hello Sol,

    Thanks for the reply, I already checked the template and it looks like you need a hosting player. Won't it create a conflict if the hosting player leave the game? I mean, in a MMO, people can join and leave the room without creating issues.

    Can the built-in MP support handle this?

    As Oos alrready said, yes... you just make a host program that keeps the server running (like Minecraft and similar).

    ~Sol

  • Add 'else' in 29, 30 & 31.

    Yeah, this should also work

    ~Sol

  • Construct 2 has built-in multiplayer support. I suggest you check out the multiplayer examples that come with Construct 2, such as the multiplayer Ghost Shooter capx file.

    ~Sol

  • It looks like your collision polygons have invalid design. You have to make sure all polygon angles are outer curve... you can't make collision polygons with inner curve. I'm not sure of the correct term but try making polygon like a circle, always angle the next point outwards. For complex shapes that require inverted angles, you have to use multiple objects for collision.

    ~Sol

  • This is a very broad question and difficult to understand exactly what you want. If you are making ropes out of many objects joined together then you can make a function for generate rope and just give each rope some identification with instance variables. This way you can create as many ropes as you want but can make them individual. I'm not sure what else to suggest without knowing more about what you are already trying.

    ~Sol

  • Try doing a forum search for "boids". This behaviour might be what you're looking for

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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