00Rez's Recent Forum Activity

  • Hi 00Rez - love your work! A while ago I made a zombie shooter using this, and it works great with grid based sight. I tried reopening it, but it appears the plugin doesn't work any more, will you by any chance be updating this excellent plugin? :)

    At some point yes. When that point is I'm not sure but it will happen.

  • RandomPlus by cow_trix

    I thought it would have been done already. Thanks Rex. Suppose having a choice doesn't hurt anyone <img src="smileys/smiley17.gif" border="0" align="middle">.

  • Quick question, I've got my tiles all laid out, but when I tell the system to autotile them at start of layout, it locks up, is this a bug? Am I doing it in the wrong place? Or have C2 updates broken the behaviour for now?

    I'll have a look at this when I get a chance. This is pretty easy to do with C2 events using Array and/or offset collision.

  • Hi all,

    Just a quick adaptation of this:

    Seed Random

    Download here.

    (Example in file)

    Example here as well (uses 110.2).

    Very useful for procedural generation, etc. I haven't checked if this has been done before so sorry if it has.

    Regards,

    00Rez

  • Is it possible to amend the astar calculation based on the collision polygon instead of the image height and width?

    It *should* already do that unless it's an older version?

  • Great plugin!

    Trouble is when the goal is more than about 15 blocks away it won't find a path to it in a straight line.

    Here's my settings:

    Layout size 1024 x 600

    Astar cell size 32

    Astar grid width 256

    Astar grid height 256

    Object size 32

    If I make the goal close to the start, and build a path to one end of the layout that loops back to the goal, it will work.

    > eg. <img src="smileys/smiley38.gif" border="0" align="middle" />----------------|
                           |
        <img src="smileys/smiley34.gif" border="0" align="middle" />----------------| works.
    

    If it's a straight line from one end to the other, it won't find a path unless the goal is less than ~15 squares away.

    > eg. <img src="smileys/smiley38.gif" border="0" align="middle" />-----------------<img src="smileys/smiley34.gif" border="0" align="middle" /> = no path.
    

    It's like the Astar algorithm only includes goals within about ~15 squares and no more.

    Any idea why this might be happening?

    Can you send the capx so I can have a look?

    Thanks.

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  • Hi, 00Rez,

    I've tested your plugin and it is working very well for what I want, some minor issues but nothing really important for the moment.

    I need to know now, before venture any further, what are the licensing terms of it, to see if it will work for me. I tried to look at the plugins' folder for a readme file, or at your github, or at the .js headers, but found nothing.

    Is there some plugin license agreement in C2, or at your plugin itself, that I'm missing?

    Yeah it's stated for the bit array and path finding in the runtime.js inside the Astar plugin folder.

    "The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software."

    OSI Link

  • Having a little trouble with the Astar/Pathfinder plugin/behavior. I set the cell size to 16, but my sprites can cut through any blockers that are 16 pixels wide/deep. Only when they're 32 pixels thick do they try to walk around them, whether the pathfinding mode is manhattan or euclidean, diagonals or no diagonals. Is this working as intended?

    Also, if you're open to suggestions, maybe you could add an expression to retrieve the current internal position count? I know right now it can be done via variables, but hey, why not? <img src="smileys/smiley2.gif" border="0" align="middle" />

    Can you send me the capx? I will also add an expression to get the internal path position in the next update.

  • ok, so i may have accidentally fixed it... i resized all the wall sprites to 32x32 (the astar cedll size is set to 16) and made sure they all overlapped... this actually fixes the walking through walls part, but i still get the error at the end

    I'm not getting any errors. Have you downloaded the 1.0 version from the download link in the first post?

  • I'm interested in this plugin, but it doesn't quite offer something I need: for a grid-based puzzle with ice floors, where you slide until you hit a wall, you should only be able to go in one direction.

    There's no way to set up this Pathfinder to navigate through a maze without the character turning on these ice floors, is there?

    You could use an array for this without the Pathfinder plugin. If you set a grid cell and then check in all four directions you can set some very complex movement behaviour.

  • Version 1.0 is available to download. Renamed a few things for easier understanding. Added an internal position counter that uses InPathX and InPathY expressions. Custom positioning is still available. See example files for the new implementations.

    • 00Rez
  • 00Rez How can I change the speed of the object while moving through the maze (it there is one)?

    I was thinking about a smoother movement. Instead of jumping from point A to point B every 0.1 seconds.

    Also, How can I control the player using the keyboard keys?

    That's perfect for a game I have in mind...

    The plugin only provides grid positions. The smooth movement is something you would have to make yourself. You can use Rex's moveTo plugin to create smooth movement (see bottom of first post) or multiple objects and the lerp expression (see tank example) or some other method. Not sure what you mean by controlling the player. The astar plugin computes a path which only needs a start and end position. You could make it so it moves to the next cell but that wouldn't make much sense.

    Hope this helps.

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00Rez

Member since 26 Aug, 2011

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