oultrox1995's Recent Forum Activity

  • Not working. :/ it's so weird this. I even being 32 cell size my guys don't follow the path properly, what I'm doing wrong? How I should make them find the path with player?

  • Thanks, so, you're telling ME that I can't official plugin pathfinding in a 16 size tilemap? that's HELLA weird!

    Really there's no way to do it? every short periods -> Follow the player?

    what If I increase the cell size even if my tilemap is 16x16?

    I'm really trying to avoid using third party plugin of this kind. pathfinding is something really important in the game right now. :/

    Ashley could you help me on this? Maybe I'm doing something wrong in order to use the pathfinding plugin!

  • How do you get half of the sized of the object for cell border in order to follow the path, If I even put 0 border, they will not follow properly.

    edit: Heya, I made a .capx for you to visualize more deeply my problem with 16x16 tilesets and the cell size of 16.

    8 size is too small for the job, and it won't be optimal.

    check it out if you want please!

    https://www.dropbox.com/s/ywset1901frys ... .capx?dl=0

    Press 'M' to show the collision map cells.

  • Alright 99, to be honest, you helped me a lot, but at the end, I do not want some perfect map collision of obstacles, just what you said, that they follow the path correctly.

    I'll try this: "Or in you case: cell size = tile size of the tilemap holding the solids. Border size = half the size of the moving sprite , and to be experimented."

    And i'll look around on the forum to see tips for making the pathfinder correctly.

    I do have event sheet where I can see myself the collision cells! but yours is interesting too.

  • Thank you for the definitions, I got them once I checked the file!

    but, would'nt that be CPU intense? 8 size... and did you saw the image? I don't know why they're not following the path correctly.

  • My guys also keep getting stuck in the walls if I don't use some kind of solid behaviour on then.

    and If I use it either way they get stuck, check this out (using the obstacle cellmap of 8.)

    https://fotos.subefotos.com/61a2fe4c7f6 ... 77463o.png

    the orange line should be their path and the red line is what they do.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hello 99 and thank you for your response, so, the solution is doing the tilemap of the obstacles half size of the tileset of the level? so being 16 the prop tileset the collision would be 8, isn't that not optimal?

  • well, the additional cell is deleted when I use cell size 16 and cell border -1, but the results keeps giving me an unwanted obstacle map u.u help.

    you can see that the walls only has one side of collision.

  • Hello there, here's the properties! I tried many numbers but I'm not getting a solid solution bro.

    Since everything is 16x16, I've been trying the cell size of 16.

    the cell border means how many cells do you want additional for the obstacle map, and -1 means that it will take 1 cell less of the map!

  • Hello there guys, I wanted to share a issue that me and my team are having with the pathfinding obstacle maps

    and a collision tilemap.

    The problem

    The issue is that we couldn't do a balanced obstacle map in the borders because the wall tiles are in the side of each tile and the obstacle map ends up being imprecise and I don't know how to correctly do the obstacle map in a 16x16 tile resolution.

    Besides that when I use the pathfinding Construct 2 code to check the obstacle map it shows that the collision registers 1 tile more than it should even when snapping it to the 16x16 grid, but apparently, it considers one tile more like it was 17x17 and ends up registering the next tile, because if I recall correctly, with only one pixel as an obstacle in the grid, the pathfinding with take the whole place (Grid) as an obstacle.

    The tileset of collision. you can see the wall in the side of the tile.

    The enemies I have don't follow well the pathfinding, they either go through walls or get stuck if I try to avoid them going through them with solids, and probably it's because of this obstacle map being created incorrectly.

    I'm using the code of the example of pathfinding to show the collision map in-game. The red area is the obstacle map.

    What we tried

    We tried adding a new specific tileset of full square 16x16 for the obstacle collision for the pathfinding but the problem persisted because it has to be 16x16 grid based and the tile of the wall will always be in one side of the tile, the problem persists and we can't find anything precise.

    What we want

    A correct and balanced collision map in space terms even with the wall being on a side, which was created like this to make a more optimized tileset, comfortable and fluid for the tileset creation, it's not the first game to be done in this way and I'd like to find out how could this be solved.

    Maybe something like this without unsnaping the grid:

    And here's some information about the tile collision. I have to say that I fixed the extra grid created for the obstacle map just reducing the edges of the colission but that probably will mean that the tilemap will do no optimization

    for collisions, anyway, I'm not quite sure.

    Hope anybody can help me and thanks in advance guys.

oultrox1995's avatar

oultrox1995

Member since 4 Apr, 2015

None one is following oultrox1995 yet!

Connect with oultrox1995

Trophy Case

  • 9-Year Club
  • Email Verified

Progress

10/44
How to earn trophies