Salman_Shh's Recent Forum Activity

  • was able to get...

    platformer pathfinding working using the no 3rd party addon!

    What are you using to make this all possible?

    mostly the pathfinding behaviour and the platform behaviour to make it possible. also a lot of using tokenat() to make it possible. had to redo things 3 times to come to my current solution.

    what was the most time spent on?

    mostly edge-cases related to traversing through terrain. fixed some issues I had with the platformer pathfinding that were related to moving through vertical and horizontal tile gaps

    and random jumping on slopes

    as well as got it to stop so it doesn't move towards a non-existent pathfinding nodes, did that by just clamping my little counter/index thingy since I noticed it could go above the max node count.

    is it performant enough to use?

    what are the little white sprites? do they have any effect on the pathfinding?

    the little node sprites don't do anything, they are there for debug purposes and know what position + angle the node was pointing towards

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  • tried to jam out a small dodging game in C3 & made a minimal chunk editor for the game that worked very well.

  • thanks Ashley! I was able to prototype out a little editor thanks to your advice.

  • sadly no, I've tried before it just gives horrible experience and scales things in ways that are unwanted.

    edit- actually that might be a good compromise but it is a bit too hacky

  • it would be incredible useful for custom tools in C3. these are the following reasons it would be needed;

    • Ability to scale the window correctly to view more of the in-game window
    • to take advantage of the features in C3 for the a tool
    • every other scale mode bring their own sets of issues
    • To be able to build our tools in our games without needing to create a new project and redoing the same code

    this is a gif of a custom level chunk editor for a procedurally generated game, it would export an XML file that would then be read by C2/C3 to create chunk based on data provided. (the gif showcases what the crop mode does for anyone that is unfamiliar)

    there has been a myriad of tools people have made in C2 with the crop mode ranging from dialogue editors to custom data structures within levels for game specific things.

    it would be incredibly frustrating without the "crop" scale mode for any custom tool that someone would make for their own games. heck it would be incredibly frustrating to use C3 if it was using the other scale modes that don't act like the "crop" scale mode.

    To be honest these wouldn't be needed as much if there was an editor SDK so that we could create our own tools within the C3 editor but I can understand why that won't be ready yet or if it will ever be, this would be a hell of a lot easier compromise in the meantime, atleast I hope.

    I know that the list of reasons may be small but they would be incredibly needed to stay within the C3 ecosystem.

  • the biggest reason it is needed due to wanting/needing to create our own custom tools in construct for our own games made in construct.

    it exists in C2

    and it doesn't in C3

    so my question is what is the reason for Crop scaling mode not existing in construct 3?

    also will it ever be adding back in again? if so when will it be added in again?

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  • sweet!

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  • Day 4

    • Scalable Crosshairs - resizes based on the Bullet spread of gun held by the player.
    • Text Windows - Now its easy to add a text object that be dragged/minimised and maximised
    • AI Path-finding - initial work has started on the pathfinding
    • AI Health - AI character can lose health when shot down.
    • AI Movement - AI character's movement can know by controlled via virtual inputs.
    • AI Line of Sight - the line of sight is a separate object so that it can be influenced later.
    • And more that I can't think of right now

    Whats going on?

    I'm in the process of figuring out an advanced AI system, this is one of the reasons the updates was a bit slow lately BUT! that will be resolved soon.

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  • Day 3

    Aiming Improvement

    • Added Scalable Recoil to Guns System - pushes platform character in the opposite direction
    • Improved Aiming with the camera - feels alot better to control with a gamepad.

    Camera System

    • 2 NEW CAMERA MODES - Default and Director Camera Modes
    • Camera Director object - able to place them on a stage and set the area needed to trigger it
    • Camera Director Configuration - Speed X, Speed Y, Zoom Scale, Zoom Speed, Angle, Angle Speed, lock on X Position?, Lock on Y Position?, CentreXAdd(move the X on lock position from centre), CentreYAdd (move the Y on lock position from centre), Move with Aiming(with the camera be affected by aiming movement)

    with the new camera system, its possible to do cool camera tricks by changing the configurations on the

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Salman_Shh

Member since 15 May, 2013

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