Pakost's Recent Forum Activity

  • Thanks a lot for the help vtrix. If I understand you correctly, I can make many different invisible objects, no matter they will use many different low size textures, not combined in an atlas, as long as i keep them hidden.

    It makes sense.

  • anyone?

  • I guess that all depends then... For 20x20 pixels sprites 300 times instanced, its better to use a 512x512 sprite i guess. But for bigger resolution you will need quite big map for all trees, and its a hell of a loss of pixels.

    I might be wrong, but that's how I understand it.

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  • Its always better to use many instances of an object, than to make a big map with the tree duplicated many times.

  • Hi guys

    Recently i noticed something, I'll need your help with.

    I noticed that for blank objects, I mean fully transparent, used only for detecting collisions, on export i got black PNGs exported. For now I'm making them 2x2 pixels, and then scaling them to the right size. I wonder is there a way not to use maps at all, or all transparent objects to use only 1 map, 2x2 pixel?

    And one more thing. Is there a way to make 2 or more different sprites to pack their maps in 1 atlas? I know if sprites are different animations or frames of a single sprite object, they'll pack, but can i do it with different sprites?

    Thanks

  • Very nice example. Thanks a lot!

    I don't quite understand you about joining the arrows but looking at the example i guess something like that would do the trick:

    Find path to (Sprite.Pathfinding.NodeXAt(NodeCount), Sprite.Pathfinding.NodeYAt(NodeCount))

    Hopefully, it would give the position of the last node of the path.

    Cant wait to go home and test it

  • Yeah, that was my first thought too, storing coordinates. I was hoping, there was a better solution tho. As i see it, a Recalculate Path action for the pathfinder behavior would be a nice addition.

    I believe there should be a way to determine where is the last node of a path, giving you the destination coordinates.

  • Hi guys

    I'm making a RTS like game and as any such game I plan to have units walking here and there. The problem is when I place another building, and regenerate obstacle maps, those units that are on their way needs to recalculate the path based on the new grid, right? But i don't have a clue where they are going... Is there a way to learn their destination so i can recalculate the path? I hope i will not have to store the coordinates in variable or something...

  • Great, thanks.

    I was setting most of my events to be formula based, thinking that is cheaper, but i prefer using "on collision" and "is overlapping" conditions.

  • Ashley

    Is there a way to use only the cheap collision tests based on the bounding box, without using the actual polygon check after. Or maybe the 4 point poly checks is as fast as the simple collision check?

  • I was always wondering how much better is to use simple distance check like (Obj1.X - Obj2.X) < 100 ; (Obj1.Y - Obj2.Y) < 80, than using collision checks?

  • There is a Unit update if anyone is interested :)

    Still needs alot of polish but the base is done.

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Pakost

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