fldr's Recent Forum Activity

  • why dont you just spawn them on start of layout based on the value of 'items' ?

  • Ashley, it would be really usefull if you could add the functionality to make the or between more then one event, in some cases the workaround gets ugly when it just doesnt have to

  • there are already plenty of programs that can do that! i cant recommend anything particular because thats all pretty new to me too but some recording programs even give you the choice to save as gif.

    im trying out recordit the last days, its nice for short videos. Works like snipping tool, just drag the area you want to record with the mouse cursor, hit record and after recording you get a link to the video and gif.

  • However did notice that it bugs with blockers, if you use the angle to rotate them. Then it can't figure out how to go around them correctly. So you have to rotate the actual image it seems. But overall It seems very fast and good I think.

    good to know! fortunately i dont need to rotate my blocking sprites so i think im good with 00rez's plugin.

    This is how it looks now, have to re-add the smooth movement

    currently im spawning a sprite for every tree on the map and its ok, performance wise, but i fear i might run into problems when adding NPCs that can ignore different terrain types but have to respect others like birds goin over water or trees but cant pass walls, ghosts that can pass walls but not water and so on. Im thinking of spawning a basic blocker object for normal humanoids that blocks trees, walls and water/pits and some other objects that only go for one special type like, trees and walls but not water for swimming NPCs and i fear the sprite count will go insane but we will see.

    i dont completely understand what you mean but basically the problem is 00rez plugin doesnt look if a tile is set or not, it just looks at the size and coordinates of the tilemap object so if i use it as a blocker the path is always blocked because its all over the gaming area.

  • thanks guys for the positive feedback - still trying to get a few bugs out like the one FLDR mention.. I'll be posting for help shortly on figuring out what I can do to correct it.

    XEED - ya it's all dynamic as they progress... I'm working on adding a timer it was in the roots for this project.

    to solve the bug i mentioned you can just add an condition to the event "if 'number' is visible"

  • Thank you nimos100 !

    i tryed with the C2 pathfinding system but i have a feel its not good programmed, for instance often the npcs cant find a path though theres clearly more then one available and it can take awefully long to calculate a path.

    im using the AStar plugin of 00Rez. it works really good and fast! like you suggested i will only use it to calculate the path and then let the NPCs move along with theyre own gridmovement style.

    only downside on that plugin is that i cant use the tilemap as blocker, so i have to spawn sprites for every rock and tree i have on the map but surprisingly it doesnt have so much performance impact so far, maybe i can find a better/more efficient way to solve this.

    Thanks!

  • 00Rez wow great plugin! it saved my day, thank you very much!

    any chance of adding tilemap support? like using a tilemap as blocker?

    currently it looks at the tilemap as one big object.

  • i think i found a solution, its called A Star or A* algorythm, i even found a plugin for it here on the forum!

    just in case somebody else got that problem!

    now i have to try it out

  • Hi,

    im currently working on a little roguelike/rpg game, movement is grid and turnbased, means if you or an npc walk 1 tile it costs 1 actionpoint.

    So that the NPCs dont run over obstacles like walls and trees i tryed building a simple pathfinding system, like "if way on x axis blocked "->"try walking 1 tile in y direction" and so on, but im running into problems, like when the NPC is standing in an dead end.

    does anyone know an easy algorythm for that problem?

    Thanks!

    heres what i got so far, its not very clean but i hope readable, im trying to get it to work first and then clean up and optimize

    the events dont show every condition but there are basically three more for NPC.x>player.x and the same for y directions.

    The NPC always trys to first match the players x position and then y, and maybe that start is already wrong ^^

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  • i would be interested in beta testing this game

    but i dont use Facebook

  • nice game!

    i think theres a small bug, if you jumped the correct answer and overlap an other (invisible) answer, you get substracted points like you didnt got the correct answer

  • i think you upload a packaged app to amazon and they will wrap it to an apk (with theyre own method) for installation on kindle devices, at least that way it works with the FGL html5promo

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fldr

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