oosyrag's Recent Forum Activity

  • To make it seamless, you might need to clone the edges of your layout (half a viewport's worth) on each opposing side, left/right and top/bottom.

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  • You may have changed your viewport numbers around. The number within the parenthesis in the ViewportLeft()/ViewportRight() expressions reference the layer number, or I believe you can reference a layer by name if you put it in quotations.

  • Ok there are two issues here - one is that your cell border is set to -1, this effectively shrinks your solid walls to basically nothing since your cell size is larger than your wall size. Try setting this to 0, and lowering your cell size to 16 or so.

    Problem two is the slow rotate speed - This will cause your object to float around corners and cut through what should be solid walls. This is amplified by the fact that you are updating your path every second. If the pathfinding has to turn around or pick a new route, then your object has to slowly rotate and turn around. You can increase this to 1000 or 2000 for a tighter turn.

    Remember the solid behavior doesn't affect the movement portion of the pathfinding behavior, only the pathfinding part of it. So as your object was trying to get back on the path, with a slow rotation speed, it would go ahead and go through solid walls. Also with the cell border set to -1, there were basically no solids at all on your layout as far as the pathfinding behavior is concerned.

    If you're making a pacman type game, I suggest building your levels and walls with standard tile sizes, things will run much more smoothly.

  • QWOP was a physics based game about running, where due to the physics based controls, the character was more or less impossible to control.

  • To get the behavior you are describing you might be interested in the Custom Movement Behavior. For every solid object you have, also add a Custom Movement Behavior and use the Push Out Solid action every tick or on overlap with another object.

  • It depends on the action you are using to move your object.

    If you manually move a solid object past or on top of another solid object by setting its x/y position, the solid behavior doesn't do anything.

    If you use 8 direction, the object controlled by 8 direction will be blocked by a solid object properly.

    For pathfinding, solids are only taken into account when calculating the path. There may possibly be issues with cell size and origin points, but without seeing your project that would be difficult to diagnose.

    Also note solids don't normally have any interact with each other, which seems to be your assumption. The solid behavior interacts with other movement behaviors. For example, if I had a solid wall, and a player object moving by 8direction, the player doesn't need to be solid and it still won't be able to pass or enter the solid area.

  • What are you trying to do?

    Works fine as written.

  • Unless you're trying to make QWOP in space, I highly recommend not using the physics plugin for a top down space controls. There should be an asteroids example in C3 you can reference for inertia based movement.

  • What method are you using to move your objects?

    The solid behavior has specific interactions with other behaviors. You can reference these in the manual construct.net/en/make-games/manuals/construct-3/behavior-reference/solid.

  • Here is an example project - dropbox.com/s/34svcvglv9sr5kv/mousescrolling.c3p

    If you're brand new to the engine, I definitely recommend familiarizing yourself with the beginner tutorial and concepts. While this isn't exactly a difficult mechanic, it does use a few behaviors working together, which may be confusing if you are not familiar with them.

  • Tile movement, moveto, and pathfinding would give you most of what you need mechanically, the other important part being setting states and choosing targets for the ghosts.

    Pathfinding can be skipped by using a simple distance and angle check at "decision tiles" as described in the previously linked article. Tile movement can still be used rather than bullet. Have ghosts continue moving in their current direction until an intersection/decision tile is reached, then give them a new direction.

  • One way is to have narrow invisible helper sprites anchored to each edge of the screen. While cursor is overlapping, move another invisible "camera" helper sprite that has the scroll to behavior enabled on the desired direction.

    The dotted viewport outline is to provide a reference for the visible area in the layout editor.

    Layouts can effectively be as large as you want them, as long as you manage your memory usage reasonably.

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oosyrag

Member since 20 Feb, 2013

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