oosyrag's Recent Forum Activity

  • dropbox.com/s/v56jw51ktwd70mj/bfsfloodfillexample.c3p

    Here is an example of a flood fill based method. Note that this particular implementation is exponentially inefficient as the range increases, I didn't look into optimizing or if there is a better algorithm.

    It also doesn't take into account obstacles or terrain movement cost, but that would just be one extra step. Currently each step subtracts 1 from your range. If you had terrain costs, you would subtract (1+terrain cost at the destination tile) instead. Impassable terrain could simply be represented by a really high cost tile.

    Edit: Made a couple minor tweaks by adding a couple conditions that should improve performance significantly.

    Edit 2: Reference if you're interested in further reading: redblobgames.com/pathfinding/a-star/introduction.html

  • I thought this would be a fun and quick little exercise. It wasn't and now my brain hurts.

    dropbox.com/s/magdetkf8l5yrpn/numbertobeautifiedstringexample.c3p

    Note that this breaks when dealing with really large numbers. The editor itself breaks too, so I don't know if its a bug or a hard limitation.

  • Use a spritefont instead of the text object.

  • Refining the scope of a problem by narrowing it down to its core, and presenting it in a clear an concise manner makes a huge difference. This is true for both bugs and suggestions.

    As I've mentioned elsewhere, the responsiveness from the developers is mind bogglingly superior to any other software I've used, yet people seem to complain all the more for it due to increased expectations here.

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  • Create a line sprite object. It can just be a 2x2 pixel square if you want, you're going to stretch it. Set the origin point of that sprite to the center of the left edge in the image editor.

    To draw it between two other sprite objects, spriteA and spriteB, create/move lineSprite at/to spriteA.X, spriteA.Y.

    Set the angle of lineSprite to angle(spriteA.X, spriteA.Y, spriteB.X, spriteB.Y).

    Finally set the width of lineSprite to distance(spriteA.X, spriteA.Y, spriteB.X, spriteB.Y).

  • There is a "layer is visible" system condition you can add in your crop selection event.

  • Have you tried the restart layout system action? I believe that should reset object positions.

  • You want to do a distance based flood fill, or a breadth first search. A basic brute force method should be fine as far as speed goes, if your distances aren't in the hundreds and it's a single triggered calculation. Can throw an example together later if you have trouble.

  • You can also store data in localstorage, or an array.

  • An occasional reset event, maybe between every couple of stable releases wouldn't be a bad thing. It would have a similar effect to what this thread did actually - drum up interest again for people to clean up suggestions, re allocate votes, see what's new ect., and prompt Ashley to reserve some time to review suggestions. I wanted to say Ashley&co. but I'm pretty sure he's literally the only one to deal with suggestions.

    A reset would clean up the clutter. The old ones will still be there for you to resubmit in the new one, if you aren't afraid of a little work to show you still care. If you keep resubmitting, they'll get more visibility than the masses of junk posts.

    They've implemented quite a few suggestions from the suggestions site. Again it's a matter of expectations of what you expect them to get done with it.

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oosyrag

Member since 20 Feb, 2013

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