ramones's Recent Forum Activity

  • <img src="https://dl.dropbox.com/u/8367729/construct/pics/showGrid.PNG" border="0" />

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  • One thing i have been wondering about is the "..find the nearest clear cell.." thing and since the starting position of the blue square in all test are the one shown in screenshot 1, that when it try to find the closest free cell it tries to choose one inside the enclosed area, as they are is closer to the blue square starting position.

    I think you've got it there but it's not the cell nearest to the player starting postion. It's the cell closest to the target that's not blocked and if that's inside the enclosed area then it can't find a path.

    Closest cell is inside enclosed area:

    <img src="https://dl.dropbox.com/u/8367729/construct/pics/pathfindingClosest1.PNG" border="0" />

    Closest cell is outside enclosed area:

    <img src="https://dl.dropbox.com/u/8367729/construct/pics/pathfindingClosest2.PNG" border="0" />

  • You can turn on 'unbounded scrolling' on the layout, make the background a bit bigger than the layout, put an invisible object in the middle of the screen with 'ScrollTo' behavior and call the shake action on that.

  • In the latest beta you can show the grid in the editor. You can set it to 40x40 and see the pathfinding cells.

    <img src="https://dl.dropbox.com/u/8367729/construct/pics/ghostPathfinding.png" border="0">

    Any square with a solid object in it will be blocked so you can see there is no path to the exit. That includes the player and the ghost itself as they both have solid behavior.

    You can show the blocked cells in-game as well like this (Press 'space'):

    ghostPathfinding.capx (r123.2)

    When you say the default layout isn't always chosen, do you mean when you press run layout? That runs the layout that was last active in the editor. You can press F4 to run the first layout.

  • Cut and paste. Ignore the warning.

  • Did you mirror the hair too?

  • You have Sprite5 on the 'Lower GUI' layer with parallax 0,0.

  • Put in a 'For each robit' at the start of event 13. And you could use 'System: Is between values' to check if the distance is between 50 and robit.range, instead of using 2 'Compare two values' conditions.

    <img src="https://dl.dropbox.com/u/8367729/construct/pics/robit2.PNG" border="0" />

  • ariaenggar You're spawning the lightning on the background layer so it's affected by that layer's parallax. Set the lightning to spawn on layer 1 (event 26).

  • Try swapping it around so it's

    obj2 on collision with obj1

  • Bullet has a 'bounce off object' action.

    +Bullet: On collision with Sprite
       -> Bullet: Bounce off Sprite
    
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ramones

Member since 17 Apr, 2012

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