newt's Recent Forum Activity

  • Link to .capx file (required!):

    https://dl.dropbox.com/u/666516/rightTurnclydepathfinding.capx

    Steps to reproduce:

    1. Run preview

    Observed result:

    The green square will turn to its right slightly on the first movement

    Expected result:

    There are no obstacles within the path, and the ending xy should be within grid coords so the object shouldn't need to turn

    Browsers affected:

    Chrome: dunno

    Firefox: yes

    Internet Explorer: dunno, duncare

    Widows 7 & service pack: blah

    Construct 2 version:

    119

    Thanks

  • Whats wrong with using an array? All you do is check to see if the current x +1 is of the same type, if it is check current x +2, if it is then you have just one of the many types of match types. You then do stuff to the corresponding grid coords... current xy * tile size.

  • The Pathfinding behavior is great and all, but sometimes you don't need Astar.

    Sometimes all you need is the ability to make your own path.

    My suggestion is, would it be possible to add to the existing plug by adding an add node action?

    That way you could set up your own path(xy's) and get more versatility out of the existing plug.

    Plus it might be very useful to add to the Astar path once it was found. Say for example you didn't want the object to go to the exact coords at the end of the regular path, but some random position close to it. Very, very useful for multiple units.

  • Its pretty easy with a variable.

    He has the groups thing, haven't investigated it much tho.

    Note: you could do the same thing with Rex's move to plug.

    example

  • We don't have great access to per-pixel operations with html5.

    However it is possible to use an fx(webgl) to do that.

  • Yes iid is the sprite(index), so sprite(iid) is the picked sprite.

    sprite.uid is also the picked sprite, but it has no use unless you save the uid to a variable, because you can't possibly guarantee what its uid will be at runtime.

    The general rule of thumb is if you are not creating a bunch of new instances all the time, then use iid.

    If you are then use uid, and pick via variable, or uid, as in object.uid= object.variable... do stuff.

  • x = width/2 + cos(random(angle)) * minimumDistance+random(maximumDistance)

    y = height/2 + sin(random(angle)) * minimumDistance+random(maximumDistance)

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  • Well you are picking the instance with the condition, so sprite.x, or self.x would be all you need. uid, and iid would be somewhat redundant.

  • Sprite(index), and Sprite.UID are two different things.

    Sprite(index) is the index for that instance as it was created from 0 to sprite.count.

    object.uid is a number assigned to any object when it is created, again from 0 to the number of objects in the game.

    Note: uid starts when you add things in the editor, and continues at runtime when you create new objects, including instances.

    What you probably want here is sprite.iid. No need for the () since you dont need to pick anything else.

  • Hi Derp^3... if that is your real name.

    Have you tried to do any of that? You should be able to do most of that already.

  • 00REZ's Autotile Behavior

  • Looks like they only support dev on a mac atm.

    Perhaps Ashley could wrangle something for use out of Node-Webkit. :P

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newt

Member since 12 Nov, 2008

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