tribefx's Recent Forum Activity

  • yes i did... i'm not certain it's the best way, but it work...

    cause right now, it use the pixel, so 1 pixel= 1 move... i have to look for dt that i saw somewhere....

    thank's!

  • found it !!!!

    every tick

    sprite move<0 : sprite path stop

  • FINALLY, found that i forgot the "on path found" ... DOH !!!

    now the movecounter is going down.... just need to found how to make it immediatly stop when it reach 0

  • if you have difficulty to look at my capx, here's the text:

    Global number turn = 0

    System every tick : settext to "turn"&turn

    keybord- on key return pressed

       - system turn = 0: function call "monster" ()

       - system else : function call "player"()

    function On"monster" : sprite5 regenerate obstacle map

                          sprite5 find path to mouse.x,mouse.y

                          sprite5 move along path

                          system set turn to 1

    function On"player" : sprite1 regenerate obstacle map

                          sprite1 find path to mouse.x,mouse.y

                          sprite1 move along path

                          system set turn to 0

    so when i start turn=0,

    i push enter text change to turn1 ( nothing else),

    i push again and text change to turn0 ( nothing else),

    then i push again text change to turn1 and sprite5 move to path

    push again text change to turn0 and sprite1 move to path

    push again text change to turn1 ( nothing else),

    i push again and text change to turn0 ( nothing else),

    then i push again text change to turn1 and sprite5 move to path

    push again text change to turn0 and sprite1 move to path

    and so on....

    why it need 2 turn to move?

  • ok.... just found the Function ...

    try with it, they move once each on they turn, but i need to press the return twice to make it happen?

    paf.im/14uDw

  • try with trigger once...

    here's the updated file

    paf.im/AD1kn

  • hum... they both move only on turn 1 ....

  • just realized that i put stop animation instead of stop pathfinding, but that didn't help ...

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  • i wonder if i understand the way pathfinding and groups are working.... <img src="smileys/smiley29.gif" border="0" align="middle" />

  • hello,

    i'm trying to make a simple turn base with movement restriction.

    When i hit return, it change from player to monster and so on...

    i use groups to activated and deactivated the side i want to move

    i want to make a movement restriction to the player, so when it move x movement it stop....

    i use a instance variable, and on pathfinding movement it substract 10 from the instance....when it get to 0, it's stop...

    problem:

    the instance is going down on the monster turn

    the player dont stop

    here's a link to the capx...

    paf.im/L4hmK

  • Thank you LittleStain... i will give it a try !!!!

  • hello,

    i would like to know how to make a shooting angle...

    let's imagine that in front of you , there is a dog and behind him there is a ennemy(person).

    If i want to shoot the dog, i need a angle toward the floor, but if i want to shoot the ennemy, i need a angle that will be more parallel to the floor...

    Now, how do i manage this from a game that have a view from the top ?

    It's only shooting straight in front of my sprite... So it will shoot the dog even if i target the ennemy...

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tribefx

Member since 11 Aug, 2013

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