LukeW's Recent Forum Activity

  • use an instance variable to track their angle and set the mirroring of the animation to be dependent on that.

  • Event 6 is testing if, while one unit is selected, another is clicked. Essentially changing the selected unit so that the new one is active.

    Also, you are moving the unit with MoveTo behavior, but checking if it's arrived using Pathfinding behavior event. Does it really work??

    This was it, thankyou! All I had to do was swap the pathfinding check with the moveTo... doh!

    Cheers

  • Hey

    So I'm about done with this I think. I keep rewriting this little program and getting stuck around the same spot.

    So I want to be able to control multiple units one at a time. If I click a unit they become active, if I click somewhere on the map that is free (using an array to track objects in level) then a little icon will pop up with a couple of options for the units. So far I just want to be able to move to that spot.

    So far, this is working really nicely with one unit, but as soon as I introduce a second, I get problems. For a start, if I move the first unit, the second won't move when ordered to, and will only move after the first unit is selected to move somewhere again. Then, if I move the original unit a second time, the first unit zooms off to the top left corner of the page.

    I figured there's a problem in the logic somewhere, but it's doing my head in trying to work out why this is happening. I'm telling units only to move if a 'isSelected' boolean is true, but as far as I can tell, the units are ignoring this

    I tried creating a global variable that keeps a track of the UID of only the current unit, but even this doesn't seem to work.

    Anyway, some fresh eyes on this would be appreciated, I'm probably missing something very basic.

    Cheers

    https://imgur.com/9H5R3S2

  • I guess the other option, which would be a lot more efficient, would be to click a unit, click on the tile to move to and, after pathfinding has been found and while the unit is in the process of moving to that spot, test if there are adjacent walls that can provide cover in that area and give the player the option to select the cover. So more of a two click system to get into cover.

    I actually think I might go this way.

  • Cheers, I'll have a look at the capx.

    Think you're definitely right on testing cells based on their adjacent tiles, was actually thinking about that as I was driving home today. Should be able to cut out a lot of testing this way.

    Cheers

  • Hi,

    So I have a theory on how to do this, but I'm not convinced it's the most efficient method. Basically, I want to have a top-down game where you can select units and move them around. However, I want there to be walls that block certain areas, and the units can't move into those areas until those walls are broken down. Now, this wouldn't be a problem usually, but one of the main features I want in this is a cover system, basically, you click on a unit and a series of available nodes pop up where you can place a unit, against said walls. If an area is blocked off, then no nodes should show up.

    So, my theory was to have an array set up that creates a cell for each grid on the world. Then, from a starting zone, have something like Easystar for Tilemaps run through a loop, testing each grid placement to see if there is a path available from the starting location, setting the array according to whether a spot can be reached or not. When a unit is clicked, the places that are available will pop up a node for the cover system, otherwise nothing is run.

    But, is there a better way to do this? Because the walls change, there will be certain events that will trigger a complete recalculation of available nodes, and I'm concerned that this will be expensive (ideally planning to have this running on phones). Even a small level of 50 x 50 cells would mean that 2500 paths would need to be calculated at the start of the level, and again every time a wall breaks, making me think that using this method will be too system intensive.

    I guess, now that I've typed this up, I realise I need a way to check a space next to a wall and only run pathfinding to those areas, rather than an entire array. Or even better yet, a system that spreads out from a single point (almost like water spreading out), and can return accessible routes. Is there a plugin that does something like this?

    I've included an image to better visualise this.

    Sorry for the slight stream of consciousness in that post, my thinking was changing as I typed, and I went with it. Plus my kids are playing ps4 so loud that it's hard to think :/

  • The newest software I purchased is Pro Motion NG which is the most advance of all of these, it have so many features of almost any professional 2D Animation software I used but it's dedicated for pixel-art.

    I've heard good things about Pro Motion. Mark Ferrari swears by it. When I have some free time, I plan to spend it learning the program.

  • Aseprite is great. I'd use it more, but I tend to rely on a combination of Pyxel Edit and Photoshop to get what I need done and sometimes it's more a case of using what you know rather than spending a lot of time learning a new system.

    Pyxel Edit is excellent for animation, and it's what I use to introduce my students to when making game art in class; the tile system is quite a simple concept to teach.

    I use PS for large, static pieces.

  • Yep, that's what I was thinking of.

    Thanks.

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  • yep, that works well, thanks dop2000.

    Wondering if I should have a separate family for static objects that can just compile z order on created in one go, rather than having a line for each object type which could get messy, then sort them in the draw order family?

  • Hey guys

    I'm trying to come up with a simple method to handle draw order in an isometric/skewed top-down project as I've never tried this in C2 (done it in GMS and GM2).

    I kind of have it working, but it's not playing nicely, working on only a single instance. So I'm thinking, is there a simple way to test this against individual instances? I was hoping there would be a command like instance.tree.y that would take each one and test them separately, but I can't get it to work.

    I've looked for documentation online and there's nothing really for how to do this in C2/3 that I could find.

    Anyway, a push in the right direction would be good.

    Cheers

    imgur.com/HnPJ8rX

  • Will do, cheers.

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LukeW

Member since 26 Mar, 2017

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