Sup with that?'s Recent Forum Activity

  • This might be a very basic thing but if so I can't seem to figure out how to do it. Is there a way to combine the grid behavior and the RTS behavior to basically make grid-based pathfinding? I was thinking that this would be a good way to improve pathfinding both in the CPU-usage sense and performance of the objects in game. As of now I can't seem to make the object adhere to a grid when they've got RTS behavior.

  • Okay, for some reason now I can't recreate the problem... Maybe my computer was just tired yesterday night. I'll post the .cap if the problem persists, for now it seems to have resolved itself.

  • Strange graphics glitch I'm experiencing. I was play-testing a game I'm making, when all of a sudden sprites began to turn into blank white boxes. It was apparently affecting all active objects, and strangely it was affecting them intermittently, that is, some objects turned white for good, while others turned white for a number of frames and then reverted to normal sprites. Background objects and "static" objects whose animations were done playing didn't seem to be affected. Anyone know what might be happening? I can post screenshots if anyone's unsure what I'm talking about.

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    > >

    > > The beginnings of an RTS, which will possibly be abandoned in light of Construct 2 and no backwards compatibility. Oh well...

    > >

    > I wouldn't despair, since Construct 2 probably won't be up to the level of functionality that .96 has for quite some time.

    >

    exactly. v0.XX was in state of development for couple of years. i wouldnt expect C2 going any near equal to it in next 6months-1year. so what? going to wait all this time? when you could have a finished your game in meantime?

    I was thinking along the same lines, actually. And besides, practice never hurts

  • As far as I see the selection thing just needs a "For Each Ant" in the conditions of the event which controls selection. Some of the ants not moving seems to be caused by pathfinding problems because they're trying to find a way around each other but it's taking too long or they can't, so making them not solid would fix this, but then you also need to deal with the overlap.

    Bartosh, that's interesting, you've definitely given me some ideas to play around with. Cheers

  • I seem to have a fuzzy recollection of encountering similar problems when I was doodling with the RTS example, but I can't recall how exactly I coped... Maybe if you upload the file I'll take a look and try to solve it? You can use a site like filefront or mediafire or something, then post the link here.

    As for the bouncing part, unfortunately I haven't been able to come up with a decent solution myself. Making them solid seems to screw around with their pathfinding when they're on the move, so as far as I can tell the default system seems to be the best. But if anyone else can has some good suggestions I'm all ears

  • What are the chances that people will pledge money to make backwards compatibility?

  • <img src="http://www.majhost.com/gallery/Zulag/Screenshots/rts2.png">

    The beginnings of an RTS, which will possibly be abandoned in light of Construct 2 and no backwards compatibility. Oh well...

  • Well, I was playing around with color tinting effects for objects and the main drawback I found was that the tinting effect was all or none. This got me to thinking whether Construct has a way to selectively color parts of an object to make a kind of "housecolor" effect as seen in strategy games and such. For example, if I have a soldier character with a blue uniform and red helmet, I can selective tint just the uniform to make it a different color, at the same time leaving the helmet red as before. This would allow me to more easily duplicate the same soldier sprite for several different teams, whereas right now it seems like the only way to do this would be for me to manually edit the sprites of the soldier every time for every team.

    tl;dr - Is there a way to use the tint effect on a color mask rather than the entire object?

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  • Just a minor thing... Is there a way to copy animations and angles from one object to the next/one animation to the next? Copying frames is simple enough, but I can't seem to find a way to copy entire animations or angles from a particular animation?

  • Yeah, I basically ended up using the random function. It's probably better this way anyway, so cheers for the advice

  • A seemingly simple thing I was wondering about... Seeing as I switched over to Construct from Multimedia Fusion, I was kinda used to the fact that you can set an object's initial direction as an attribute of the object itself, and if you selected more than one then the object would randomly select a direction. Of course, MMF1.5 only had 32 directions per object (by default) so it wasn't a particularly complicated system.

    I imagine I can code this in Construct easily enough (haven't got to that part yet), but is there some way to actually set initial direction(s) in the object's properties?

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Sup with that?

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