agafreitas's Recent Forum Activity

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  • Maybe you are trying to change obstacle type when the pathfinding instance is not yet created. Or you might need to regenerate the obstacle map.

    Can you share your project?

    Thank you for your kindness in sharing your time, dop. yeah Im aware of that and was only adding obstacles after creating the pathfinding objects and also regenerating the map whenever was needed. Im not sure, but the issue seems to be related with the fact that all pathfinding instances share the same obstacle map. I could "fix" and make it work by changing their cell borders to different values. Not sure if it is really necessary, but it worked. I will try to make some more advanteced tests to verufy if everything is really working as it supposed to. I will let you know if i find any other unexpected behaviours. Thaks again!

  • Yeah it should be but this is pretty much what i did and yet I couldnt tell you why its still not working.

    I can easily make it work with any other solid obstacles but once you just change it to custom and of course add the custom pathfinding obstacle for instance on the start of layout it just doesnt work. Im pretty sure its some kind of bug or whatever...

  • Every single example provided by scirra uses solid obstacles. I tried by using custom non solid obstacles but coundnt make it work. Any working example around? Thanks!

  • Thanks for sharing your solution. I was able to achieve something close to what I needed based on that.

  • Is there any working example around?

    Thanks!

  • Any working example around?

    Thanks!

  • I have a this 10 x 10 grid and I am using an array to fill the grid with two different tiles from a tilemap, tile 0 and tile 1. After fill the grid, I need to check all tiles around (up, down, left, right) the slots filled with tile number 1(green). If they are all tiles number 0(red), I need to change the tile number 1 by another one, the tile number 2 (blue).

    I know i can compare the tiles at a specific position, but how to check what tiles are around them? Thanks!

    c3p: https://1drv.ms/u/s!AmNDfP3N-nupprp3L4j33raqECgsuw?e=9G4ZR8

  • For future reference...

    If you import an animated gif file using the FileChooser Plugin it will only load the fisrt gif frame. Construct doesnt support loading animated gif files at runtime, so, it's not possible. If you need to import an animated gif at runtime you will need to convert the animated gif to a spritesheet first, load the sprite sheet on a sprite object and paste each cell at different frames of another sprite object. This is a workaround and can be achieved using the canvas plugin.

    Solved the issue using this workaround.

    Please close this topic.

    Thanks!

  • Hello there! I want to import a gif, load it on a sprite with the same number of frames as the gif animation. Is it possible? If not, would it still be possible importing a sprites sheet instead? Thanks!

  • Thank you for your suggestions. I like the the idea of converting the coordinates rather than capture the inputs, its a very clever solution and I will definitely give it a try. back with an update as soon as I get things working.

  • This is an old unanswered question. Im currently working on a fake adaptive ai system and i would like to try this approach. tracking the player movement based on coordinates doesnt work since the enemies need to perform the new "learnt" movement in different locations. Does anyone know how store these inputs? Thanks!

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agafreitas

Member since 9 Oct, 2012

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