00Rez's Recent Forum Activity

  • so **** O.o !!

    Haha thanks!

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  • Pretty nifty, I had wanted to do similar in classic, since it'd be easier

    to do solving with a plugin as compared to doing it with events.

    Does it check to see which tiles are collideable or not?

    Thanks! There is no grid/array the sprites are set based on position so you would have to snap to grid or whatever. Collision's would be handled in Construct. It's pretty easy with events in C2 as well by using separate collision checking I think. Tried it a while back.

    Wow! This will come in handy on a new prototype I'm working on!

    Nice work!

    Nearly there with it been busy of late, hold tight!

  • I'm impressed at the performance of this, compared to event-based field of view. However, there are a number of bugs with pathfinding. I've modified your demo to demonstrate: here.

    You can cause a crash a number of different ways:

    -Place a second instance of the Enemy object.

    -Require the Enemy to find a new path as often as it moves.

    -Right-clicking excessively will eventually cause a crash. This usually happens when the Enemy is adjacent to a Blocker object (orthogonally or diagonally) even when the object is not in the way of the path. Oddly enough, this never becomes an issue if you control the player with the arrow keys.

    There are also some unexpected behaviors which, although not exactly bugs, would still be considered unexpected:

    -The behavior assumes all objects are equal to the grid size. This becomes an issue e.g. if using a tiled background for the walls.

    -In some cases, the behavior thinks the object for which fov is being calculated is inside a wall. I haven't yet been able to reproduce this outside of one project, but one solution is to ignore the tile the object is currently occupying.

    Thanks for this seven.

    I'll have a look. With regards to tile size are you saying to calculate the cells that are blocked based on the dimension of the object rather than position and tile size?

    The wall thing occurs when you place the "player" on top of a cell that is blocked didn't think it blocked itself?

    Working on the pathfinding <img src="smileys/smiley5.gif" border="0" align="middle">

  • Hey!

    This is just a demo I knocked up for a simple auto tiling behavior I made. Not sure if anyone has already done this but here we go...

    Platform auto tile example

    (Try falling.)

    It's not overly complex and only for platforms. It uses 16 images in an animation strip.

    It's based on Salt's bitwise method here and could be extended easily.

    Will upload behavior soon!

    • Rez
  • Update!

    Upcoming changes (r2.2):

    • Radius is now set within actions.
    • The action to draw sight cells now has the options to draw "seen", "not seen", etc.

    To do:

    • Need to remove various crap from the scripts.
    • Better opacity rules when drawing cells.
    • Choice of using custom opacity rules.
    • Make smooth grid movement work. <img src="smileys/smiley19.gif" border="0" align="middle" />
  • seven

    Beurt

    New version uploaded still alpha let me know what you think and if any problems occur...

    Rez

    Updated today see first post.

  • seven

    Beurt

    New version uploaded still alpha let me know what you think and if any problems occur...

    Rez

  • Unless already stated how would you go about creating way point movement. I only want the ping not the pong.

    Thanks,

    Rez.

  • Hi GauVeldt,

    This is exactly what I need for my plugin. Thank you so much! <img src="smileys/smiley32.gif" border="0" align="middle" />

    • Rez
  • Beurt

    Sorry for the delay Beurt.

    Seems I may have deleted the original files will sort this out tonight for you.

    I'm currently working on a much, hopefully, simpler cleaned up version which also includes path finding. The behaviors new name will be "Rogue" as it incorporates two functions relating to roguelikes; path finding and grid based sight! One thing I don't like with my current release is it's usability and accessibility which will hopefully be much better in this next release.

    Speed wise not much difference although rendering is better in the new releases of Construct 2 anyways.

    Watch this space, once I've ironed out the bugs a new version will be uploaded! <img src="smileys/smiley9.gif" border="0" align="middle" />

    P.S. Two things eluding me at the moment, a way to have smooth timed movement and shadow rendering from the runtime... <img src="smileys/smiley11.gif" border="0" align="middle" />

    The link *should* work now.

  • Beurt

    Sorry for the delay Beurt.

    Seems I may have deleted the original files will sort this out tonight for you.

    I'm currently working on a much, hopefully, simpler cleaned up version which also includes path finding. The behaviors new name will be "Rogue" as it incorporates two functions relating to roguelikes; path finding and grid based sight! One thing I don't like with my current release is it's usability and accessibility which will hopefully be much better in this next release.

    Speed wise not much difference although rendering is better in the new releases of Construct 2 anyways.

    Watch this space, once I've ironed out the bugs a new version will be uploaded! <img src="smileys/smiley9.gif" border="0" align="middle" />

    P.S. Two things eluding me at the moment, a way to have smooth timed movement and shadow rendering from the runtime... <img src="smileys/smiley11.gif" border="0" align="middle" />

  • Here is my entry survive as long as you can or until an error occurs. I wanted to create a simple addictive arcade style space shooter. There still might me errors! <img src="smileys/smiley19.gif" border="0" align="middle" />

    Left mouse button = homing missile

    Right mouse button = gatling laser which actually runs on power so not a great idea to hold it down!

    The slightly larger objects that come in slow all the other things down, they have a few hit points.

    I knocked this up real quick so it's missing a few things I had planned.

    EDIT: It starts off paused so press P to begin!

    It gets harder hopefully...

    a) Last Stand

    b) dl.dropbox.com/u/19078872/Last%20Stand/index.html

    c) UK

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00Rez

Member since 26 Aug, 2011

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