nimos100's Recent Forum Activity

  • This should probably be posted in the bug forum.

    But the error message says "Cannot find animation frame either in last_path or project location" which might be because you have moved or deleted the folder or something?

    Anyway just a guess

  • You can do it like this:

    Btw the "per second per second" is not something fancy, just think its a typo in C2

  • You almost answered your own question

    There is a behaviour called "persist" which is probably what you need, otherwise you can make objects global, and re-position them when you re-enter a layout

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  • But if you put a solid on a tilemap, its only the tiles which have a "graphic" that does the collision. The rest of the tilemap will not collide with your objects as I showed in my example, so the X,Y is not necessarily or most likely never at 0,0, unless you ofc put a tile in that position. But don't think I really understand what you are trying to achieve

  • You cant, however you might be able to make a workaround with the regenerate region, if you don't already use that?

  • I dont think you have misunderstood my example. I was just making a guess to what you were trying to do. Don't you use custom movement now or what?

  • Not sure if this is what you mean, but here is a simple example of how you could do it.

    Obviously the blue is a flying unit

  • You can see arrays as a collection of lists, depending on the amount of dimensions there are in it.

    For instant a 1 dimensional array is just like a list or if you imagine making 5 variables named:

    X0, X1, X2, X3, X4

    So instead of referring to each variables name like:

    Set X0 = A

    Set X1 = B

    etc.

    You can use an array, which have an index number instead, so imagine you have an array called X:

    X: [0],[1],[2],[3],[4]

    Then you could assign values like so:

    Set X[0] = A

    Set X[1] = B

    etc.

    The benefit is that you can store lots of data in an array, without having to create all the variables. And you can go through the array with a loop, for instant:

    For I=0 to 4

    Set X = <some value>

    A 2 dimensional array, is like an excel document.

    A-----B-----C

    0-----0-----0

    1-----1-----1

    2-----2-----2

    So to explain that you can imagine that this array we use for storing enemies, so each of the letters would be an enemy.

    and for instant row 0 could be the health of the enemy, row 1 the XP you gain from killing it and row 2 whether it can fly or not.

    So this way you can store a lot of enemies in an array, and get the data from it. For instant say you need Enemy (C) and you need its health.

    So explained simply, you could do "Get C(0)".

    3 dimensional array, I don't think is all that common. But to explain it, imagine you have a grid based map of 100x100 tiles. And in this map there are a Ground level, Water level and Air level, which would be the 3rd dimension, and the array would be called X,Y,Z and the 3rd dimension is the Z.

    So to explain it.

    The X dimension is the tile position in X direction

    The Y dimension is the tile position in y direction.

    Z is the depth of each tile, in this example it would be 2, since it starts at index 0,1,2. (Water, Ground, Air)

    So imagine you wanted to store a flying unit of some sort in the array at position X,Y (10,10), but also a ground unit as well.

    Then you could store the flying unit at:

    X,Y,Z (10,10, 2)

    And the ground unit at:

    X,Y,Z (10,10, 1)

    So basically that's how you can think of the different arrays and dimensions.

  • It should work, just tested it with no problems. Try to change browser and see if that works?

  • Yeah I tried Rez Astar plugin as well, but only fast, but first impression is, that its definitely worth consider using compared to C2s. However haven't tried it that much so don't know regarding tilemap, or whether there is a workaround maybe. However did notice that it bugs with blockers, if you use the angle to rotate them. Then it can't figure out how to go around them correctly. So you have to rotate the actual image it seems. But overall It seems very fast and good I think.

  • You can use the path finding behaviour It uses A* as well, just do a normal find path to X,Y, where the X, Y are the converted values from the tilemap. After that you shouldn't use the "move along path" action. Instead all the nodes for the object are stored, which you can use to make a movement system. Kind of the same way that you have don't it. Doing it that way it will automatically take obstacles into account and save you the time of having to make your own A*.

    When that is said, you should be aware that the path finding behaviour in C2 have some serious problems, when trying to find paths also it is not designed for this type of movement, so objects wont move directional when near obstacles, so you have to make a workaround for that as well. And also you can't make different units collide against different things, it doesn't work. And there are some more problems, that you will most likely run into at some point. So depending on your game design and your map design it might save you the time of making your own A* and just design around these bugs/problems. But you have to try it for yourself to see if it fits your game or not.

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nimos100

Member since 23 Sep, 2012

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