DatapawWolf's Recent Forum Activity

  • It would be much easier to help you if you first explain the error in detail. For example, what do you mean by "message"?

    Most users will not download first and ask questions later.

  • Actually yeah, that's exactly what I was thinking. Thanks for the example!

    What I'm thinking is just that a popular form of character movement like this should be implemented by default.

  • I wholeheartedly agree. My own project called for a simple version of this, and after trying to path together a simple version of this, I asked for help and got it working.

    Unfortunately it can only be done by using Custom Movement, so the end result is a mix-and-match of actions/events and other plugins to implement collisions with solids.

    This is something that should be right there in C2. I'm just as surprised there aren't any plugins for what you've described.

  • Also, the reason setting them to solid does not work with pathfinding is that the plugin cannot handle moving objects, so when the object is first spawned, unless the collision map is updated, they will only treat the very first spot they exist in as a place to avoid.

    The only fix is that "push out solids" "Custom Movement" behavior, which is a temporary fix while we wait for the developers to make the pathfinding pluging useful when anything at all is moving.

  • I saw that. There's no fix for that atm, then, I suppose. Unfortunately that means one of my projects is scrap for now. The pathfinding plugin needs allot more before I can actually use it.

  • So I was taking a look at the pathfinding plugin. What I see so far is an action that regenerates the entire obstacle map. This seems slow and unwieldy.

    What I would like to do is regenerate a portion of the obstacle map, namely that of two different objects I have.

    Having the ability to control what is regenerated would be a great help, but I can't find a way to do this. Has anyone else found a way? Is this even possible right now?

  • Alright so I've seen two gritty fixes to the issues of overlapping:

    1. Applying bullet behavior to each enemy sprite and having the instances "bounce" off each other.

    2. Using custom movement to have each instance "push" the other.

    There is another way I thought of, but it uses families and doesn't allow for dynamic additions of more instances. Plus, I don't have the full version of C2 so I cannot test it out yet.

    What I'm really looking for is a way to do this using any number of instances of the same object so that I can keep things as random and dynamic as I need to. At most there should be no more than 15 or so instances of these "enemies."

  • Alright so I've been trying to create a system of pathfinding based on the native pathfinding plugin.

    Here is what I am trying to do:

          Have enemy objects find path to player while avoiding destinations of other enemy instances, i.e. no overlapping/stacking of enemies

          Prevent player and enemy objects from ever overlapping

          Have enemy objects find path around player object

          Prevent both player and enemy objects from ever "pushing"/"moving" each other

    I have been working on this for a while now, and I cannot seem to get it to work. I don't have any current examples of my effort since I've been trying different methods and recently started from scratch.

    What I've recently tried is comparing the destination nodes of multiple instances to prevent the destination being an overlap point, but nothing I do seems to be able to prevent the enemy objects from finding paths through the player object and treating all other instances of itself as obstacles.

    I also cannot figure out a way to stop both objects from pushing each other in any way while.

    If anyone has a reliable suggestion for an alternative plugin, or an example where someone has done multiple instances pathfinding around each other, that would be incredibly helpful. I have already taken a look around the forum but I haven't been able to find anything good yet, though I can imagine zombie/ship-based games would require some basic form of this.

  • Exactly! Thank you!

    How come these simple movements can't be added by default plugins? I've seen other questions on the forum which had the same question(s) as me.

  • So this has ben driving me nuts. Essentially, I want movement with these properties:

    W - Moves player in direction player is facing using steps of acceleration until key release

    S - Moves player in opposite direction player is facing using steps of acceleration until key release

    A - Changes both direction of motion and angle of player identically counter-clockwise

    D - Changes both direction of motion and angle of player identically clockwise

    What has driven me crazy is that when I attempt to implement all of these features, they do not work.

    For instance, I can easily make the custom asteroids movement to go in reverse as well of forwards, but once I change the angle of motion so that direction of the speed is changed to be equal to the player direction, I suddenly cannot make it go in reverse.

    I've tried custom movement, platform movement without gravity, car movement, and 8 direction movement.

    8 direction would work nicely if the direction of movement could be edited, which, for some reason unbeknownst to me, cannot be.

    Custom movement would work but for the example above it simply refuses to work cooperatively using angle of motion.

    Car movement for whatever reason does not allow turns with 0 speed. This needs to be changed.

    Are there any other ways to make this work or should I just start working on a gritty version without bothering with movement plugins?

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  • Just remember that with a client-sided approach, your users will have full control over the time passed outside of the game.

    Make sure to handle negative lengths of time as well, if a user decided to set their time back a year for God knows what reason.

    Farmville uses a server to keep track by logging the date-time a user has logged out and comparing that with the date-time they log in next. Then they run calculations to simulate what has happened during that time.

  • Well hey! If you can afford that, get me something nice and we'll call it about 5 Christmases. ;)

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DatapawWolf

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