Harlequin's Recent Forum Activity

  • > I've been playing around with this plugin and it's amazing.

    >

    > Is it possible to assign each individual its own movement cost? If so how?

    >

    > Ideally I want to make some tiles cost more to move through without being impassable or unable to be stopped on.

    >

    > Any hint of how to do this would be greatly appreciated.Harlequin2013-11-27 16:38:44

    >

    Hello again! I'd like to echo the question above. So far I see that movement can be affected with one cost and one filter, but how does one go about having different terrain costs on one map?

    I take it you need some way to register what objects the chess moves across? (If you use something like TiledBG or Tilemap together with the board)

    If your looking something like advance wars where a grass tile costs 1, a woods 2, mountain 3 and can't stop on rivers that otherwise cost 2 then yes its doable.

    Here is what I have so far.

    https://www.dropbox.com/s/z1bpovnm7jbsm ... mybad.capx

  • I've been playing around with this plugin and it's amazing.

    Is it possible to assign each individual its own movement cost? If so how?

    Ideally I want to make some tiles cost more to move through without being impassable or unable to be stopped on.

    Any hint of how to do this would be greatly appreciated.

  • Alright I have a possible solution.

    dropbox.com/s/4s7a932omjjnric/solution.capx

    Might need more details about your game if the above doesn't help.

  • Problem solved.

    7Soul

    worked perfectly, thanks!

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  • So I have multiple copies of an object overlapping and I want to pick the one with the lowest instance variable. Any ideas?

  • You could use built-in pathfinding behavior, I recall they added features to support movement cost.

    I've had a look at the pathfinding demo and it's not quite what I'm after. It seems that they create an event based on overlapping with an obstacle sprite and then reduce the maximum speed of the moving unit. The path cost feature seems to encourage a path to be avoided rather than making the path not possible. Also it seems to cut corners even with diagonals disabled.

    Can I restrict the pathfinding movement to move in only 90 degree angles and not allow movement to a destination if the path cost value exceeds a threshold?

  • Hi all,

    I've been playing around with c2 for a few weeks now and would like to attempt making a turn based strategy.

    Thats a bit broad so let me narrow it down. A turn based strategy similar to Advance Wars takes into account immovable terrain and terrian with varying cost.

    I've been told in order to workout how far a unit/character can move on a square grid based map with terrain penalties I would need to use Dijkstra's Algorithm.

    I'm scratching my head at how to implement this as I'm finding it difficult to understand the psuedo code.

    cprogramming.com/tutorial/computersciencetheory/dijkstra.html

    Can someone help explain this to me or point me at a simpler psuedo code for Dijkstra's Algorithm.

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Harlequin

Member since 29 Apr, 2013

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