PixelMonkey's Recent Forum Activity

  • Sorry for double post, but I seem to have a cheap workaround for the time being. If I use a 'wait' action for a quarter of a second, they seem to do things as they should. I assume, however, that on slower computers that wouldn't be enough time to regenerate the obstacle map so if anyone has a better solution it would be much appreciated!

  • Well, the problem seems to be that even after they stop, they will start again after a fraction of a second, still on the wrong path.

    Ashley, does the Regenerate Obstacle Map action have a similar time delay to the Find Path action, or should a Find Path action placed shortly after the regenerate action use the new obstacle map?

  • I've been experimenting with the pathfinding behaviour, and I'm quite impressed with it so far. One hiccup, though, is that it doesn't quite work when you place more obstacles while objects are still moving along a path.

    I've set it so they stop moving, regenerate the obstacle map, and try to find another path, but generally several of them will keep moving along the old path, ignoring obstacles that should stop them.

    I assume this is because the behaviour generates the paths and obstacle maps in the background, but is there a workaround to make sure that the objects don't check for a path until they have the most up-to-date obstacle map?

    Also, I know that regularly refreshing the obstacle map is a bad idea, but I've limited the layout to only 20x20 cells to try and offset any performance issues.

  • If you were running it from your computers, then yeah that won't work well. Browsers won't let you run that kind of thing properly for security reasons unless it's from the internet.

    If you're getting a black screen while running it from dropbox, though, then there's some kind of problem.

  • This looks very interesting. 1 month isn't a lot of time, but I think I have a couple of ideas for a game!

  • Old thread is old, but I updated my graphics drivers and this issue was gone. So just in case anyone searches this issue up later, make sure your graphics card drivers are completely up-to-date.

  • My advice would be to do it from the site. I'm pretty sure that while you can redeem your license for a steam key it doesn't work the other way around, so buying on the site will get you a license you can use even if Steam is having is one if its off days.

  • The only thing I can think of that rep affects is that your uploads to the arcade don't need to be approved if you have more than 1000.

  • I'm trying to set up a system where you can transition cleanly between Platform and 8Direction behaviours, transferring momentum between the two. Swapping from 8Direction from Platform works fine, since the 8Direction's VectorX/Y can be swapped straight to the Platform's, but I can't get it to work in the other direction. 8Direction behaviour only seems to have a Set Speed action, and no way to influence the angle of motion from events. Am I missing something?

  • The CustomMovement behaviour has a Compare Speed condition which allows you to choose X speed, Y speed, or overall. The Platform behaviour, however, doesn't give you the choice. A simple workaround is to use the System object's 'Compare two values' condition, but consistency is kinda nice and it would be a few less steps when making simple additions to the Platform behaviour. Would this be possible?

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  • Well, for both console and keyboard control schemes you need to build it around two hands, one using the arrows (or WASD) and one doing whatever other actions. In your case, I'd suggest a control scheme sort of like what you already have in your post above:

    Arrows (or WASD): Move the player.

    Spacebar: Jump.

    Z (or left mouse): Shoot.

    X (or right mouse): Actions, like opening doors or flipping switches.

  • It's easier to start with. There's less space to make mistakes for someone new, and there's no need for expensive software.

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PixelMonkey

Member since 19 Feb, 2012

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