shinkan's Recent Forum Activity

  • Yeah, it take some time. In my case it was almost three days from uploading to Beta testing and being able to view it in Play Store.

  • This is a bit odd I must say. I just tried to repeat the path, just like yours on the images. And don't get that issue. Tested on Chrome, Firefox and new NW_alpha3 and still can't reproduce that.

  • Is this happening all the time for you? I was just spamming wildly mouse clicks allover the layout and could not reproduce that what you have on images above.

  • There is one more thing.

    Pathfinding behavior on "Find path to X,Y" gives you nodes/waypoints, and this is all you need basically.

    Then instead of using "Move along path" you could make your own movement to move and rotate object between these nodes.

    Here's very quick, and ugly example using MoveTo behavior

    But to be honest I like that original movement where player can go anywhere keeping 8dir animations only, it reminds me of old sierra/lucas art games

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  • Ahh, You want to limit the angle of pathfinding behavior itself. I don't think it's possible to limit the angle of motion.

    When path is generated Pathfinding creates a bunch of nodes on a grid and generally only moves along 8 directions - from one cell to another cell. [attachment=1:2xu10pot][/attachment:2xu10pot]

    but actual movement of the object is more like interpolation between each nodes - object never perfectly lands on a cell where node is, instead it cut corners to move to the next node in shortest time. This is all done internally in the behavior.[attachment=0:2xu10pot][/attachment:2xu10pot]I've added Paster to draw perfect path of Pathfinding behavior movement along path..

    Only way to sort this out I can think of is Ashley would need to add an option to the behavior so we could set how much this interpolation affects the movement. For example 0-1 based, where 0 is straight lines from node to node and 1 - this what we have on image above.

    I can't think of any other solution - except of making your own pathfinder in events.

  • Nah. Just a personal preference. In my capx you can add pathfinding behavior to the Sprite2 and replace all event to use this sprite only. It will work just fine.

    But for that kind of things I like to keep them separately.

  • Quick example.

  • I would start with different question. Do you need pathfinding?

    What I have seen in your videos, there's really no need for that. I would rather based that on let's call it "walkable areas".

    But to answer your question. I don't know what you have in your C2 but I would make a sprite "A" with pathfinding behavior to move around. And another sprite "B" with all animations that follows "A" and set it up so it plays animations based on angle between sprite "A" and sprite "B".

  • This looks really nice!

    Details on the character and animations you put it's quite lovely.

    If you ever gonna need some help with C2 coding I'll be more than happy to help.

  • i think you could make it using standard "circular" motion with sin and cos and little switch. When object is on top just move it forward and after some time turn on circular motion. After reaching bottom turn it off and let it go forward. Then turn it on again etc.

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    You mean "I know what buttons on the interface do" or "I can code complicated games/Make anything you want and ready to publish drawings" ?

  • At that time dropbox was one of the easiest and fastest to use (and free of course) - it was before forum have an option to include files in posts as an attachments. Noone never forced anyone to use it, it was a users choice. Besides that you could use it to host your games (you still can if you have old account).

    Disappearing link have nothing to do to with dropbox stability. It's just the users who deleted the files from dropbox or closed their accounts.

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shinkan

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