madster's Recent Forum Activity

  • I don't think they mean Path as in Pathfinding, but rather drawing a set path for objects to follow. A Pathfinding plugin like you're describing would be something totally different.

    a specific path for an object to follow is a special case of pathfinding

    I agree on the difficulty of using events to set waypoints, but I see no other way :s perhaps there is one and I can't see it due to not being familiar with the SDK

    For curved paths you could add control point variables to the path object (curvature or an extra point for bezier or whatever you please) and move your object accordingly.

    Moving an object in a straight line would be really simple

    guy is at path

    -pick next waypoint

    -set angle towards path

    tada! linear path. If its not looped you'd have to check if there actually is any waypoint.

    Anyway, I should be coding this instead of talking about it

  • wow, awesome as always Davio.

    However, it's a tad annoying to arrive on a level where everything is too high to climb and the sidewalls are also blocked =/ did I miss any way to get over that?

    because I did miss the dog-looking thing mechanic at first and got stuck at a place with dogs on each side. Now I just wait for them to fall asleep.

    Loving the game mechanics!

  • :O what things?

    I have a pretty clear idea of what I would like to see in a path plugin:

    object, not behavior (so it can be used along with behaviors such as bullet, RTS and others)

    representation on editor is an image, not visible in game. In the editor you would only be able to place the waypoints, linking them would have to be done in runtime using UID (though an ini-based waypoint editor that sets them up would be cake)

    attributes:

    • x
    • y
    • radius: how far from the center is considered being AT a waypoint)
    • outgoing: vector with ID of waypoints that can be reached from this waypoint and weight for that edge).
    • Incoming: Internal vector like the outgoing vector, only with the incoming edges. Useful for defensive AI and such.

    actions

    • add waypoint
    • add incoming waypoint (by UID)
    • add outgoing waypoint (by UID)
    • pick next waypoint towards destination(this would be A* search)
    • pick incoming waypoints
    • pick outgoing waypoints

    conditions

    • object is here (matches all waypoints that have a position within their radius)

    expressions

    • get X
    • get Y
    • get radius
    • get UID

    Thats what's in my head right now, however I'll finish 2.5d before tackling this. How does that compare to what you had in mind?

  • permadeath?

  • I'm sure adobe is more than capable of making some dx api calls.

    I call Photoshop CS4 to the stand.

  • Awesomeness!!! finally!

  • timedelta is the measured difference in time between the current frame and the previous one. It is most used when dealing with movement.

    bones are very complex, but the advantage is using a single sprite for each part of animations made out of moving parts. I believe right now the benefits do not outweigh the difficulty in making them, but they should =/ perhaps later they will.

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  • I don't think a name change is in the cards

    also, wouldn't Builder mix up with Borland's product? I have no trouble searching for scirra construct.

  • you haven't missed it.

  • lol

    hey I've updated the demo. I tried to add some stuff (like showing if the character is climbing on a platform or just standing on it) but everything made it unstable, so I'm thinking this is it (except for shadows, which should be much easier to do in C++).

    same link as always, this is more of a stability test so I added a bunch of moving stuff that intersects and another spiral and blablah. Looks pretty stable to me =)

    Slopes still don't sort right and my guess is they just can't be big at all. Nothing can be too big anyway, so there. World made out of roughly player-sized bits. Like old-school iso, blocks.

    Take a look. Moving platforms work instantly as long as you change their speed instead of their position (on all axis).

    http://octavoarte.cl/25d_concept.exe

  • you can check if animations are playing, which one and in which frame using sprite conditions.

    Also, I'm pretty sure that scorpion looking thing was animated with separate objects. It may look weird or use too much VRAM the way you're doing it now. I recommend trying animating it with bones, only not too much because it's rather difficult to animate that way.

  • storing external python libraries is something no one has explained (or done at all?) yet.

    Could you post details about this?

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madster

Member since 17 Feb, 2009

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