toralord's Recent Forum Activity

  • Yeah, doubt you could get an fx to do this, especially the second part. What you need is a brand new object that supports pallets. something like .spr or kiss .cel's.

    Btw did you know there is corner color filter?

    Then again you could maybe do something with distort maps color filter.

    Would it just be easier to add the pallet to the sprite object properties and have a set pallet action in the event editor.

    But then this might be some issue with with animation.

    Or maybe there could be a pallets function in the animation properties

    (like pallet 1,pallet 2,pallet 3, etc.)

    then in set animation action in event you set the animation and set and pallet number.

  • I'd be very interested in multi pathfinding, but what you have their seems quite good already, what I'm interested in is this:

    I'm working on a kind of turn based story based game (with retro graphics, dos like) but I would like to have npcs move around as I like according to the events of the story, moving around obstacles ether by me directly creating the path or with a simple pathfinding gist so the npc finds its own way once through obstacles, multi pathfinding would not be essential for this example I'd assume?

    ideas I would like to try at a later date:

    - turnbased trading and/or sim game

    - strategy game like master of orion, yes that sounds scary, just throwing it out

    - the story thing above would probibly just be story, no puzzles and what not

    I'm slightly new to constuct but have been learning/dabbling/experimenting for a couple months now, haven't hit the forums as of yet, till now : )

    I am making a TBS game and for events the grid movement behavior alone is better for that.

    I say this because in story events you don't want the NPCs in the scene to move in a zigzag type of movement. It is more appealing to have the NPCs move in strait lines.

    That way Game makers don't use pathfinding in their games events.

    here is a Video game to show that I am talking about.

    The pathfinder can move around obstacles at the moment, even though there are some technical problems I am trying to work out.

  • It might work nice for a chess or similar type of game, perhaps even a top down tactics type.

    As to the way points I would guess you would want that to be as many as needed. In other words the player would decide.

    Well, for a chess you don't even need to use pathfinder at all.

    The grid movement behavior is all you need, the rest is just AI.

    As for the top down tactics type game way point would be useless in the sense that the grid based ones are all turn based.

    So on each of the NPC turn just reevaluate the goal based on conditions to change the path or keep the path the same.

    At this point I don't see a reason to add way points.

    But if I find a need for way points I will make it.

  • Nice, it look great.

    and it is so damn simple.

    You gained 20 EXP for that.

  • I was thinking about doing just that.

    That might be easy to do.

    I have some questions.

    What would you it used for?

    How many waypoint do you won't?

  • It is not out yet but, Ripple Dot Zero is the flash game. It got a Sonic The Hedgehog, feel to it.

  • I am working on Grid path finding and NPC sprite that is using the grid movement behavior to move along the path.

    It was really easy to do, even though I over complicated it a lot in the beginning.

    And here another pic to show range ("how far a player can move").

    You can see where I am go with this.

    "Construct TBS"

    is on its way.

  • coming soon:

    the next tutorial will explain how to make a drag and drop level editor, that saves and loads encrypted level files, in just 4 events:

    <img src="http://dl.getdropbox.com/u/1013446/s/objectarray3cap/leveleditor2.PNG">

    I was think of a way to using you plugin for that purpose.

    I guess you beat me to the punch.

  • I notice that the .exe I posted the pathfinding was a little off.

    I fix it and added a NPC sprite that is using the grid movement behavior to move along the path.

    The controls are the same.

    To here it is.

    http://download938.mediafire.com/fygmnl ... vement.exe

    and a pic.

    <img src="http://i25.photobucket.com/albums/c87/TheLastTora/gridpathfindingmovement.jpg">

    And if any one is interested in knowing how it works.

    I will post cap.

    So leave a comment and let me know what you guys think of it.

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  • This is a simple grid pathfinding system.

    Grid pathfinding

    The controls are:

    Left click mouse botten to set a goal.

    Double left click to path find.

    Right click to clear.

  • Main Menu of a game I'm working on:

    Watch in browser

    Download

    That really look great. The trees are shocking to see. The movement looks so real. I hope to see some more video of this game.

  • Wow great game and video.

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toralord

Member since 28 Apr, 2009

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