Zebbi's Recent Forum Activity

  • I love the instant, invisible aiming Dangrous Dave uses: https://youtu.be/9Bo_dpRk3So?t=60

    Obviously, invisible bullets is an option, he also aims at diagonals, is this more of a job for a line-of-sight technique?

  • Just a bump to see if cocoon was still the fastest or if intel has improved since last year?

  • Zebbi I appreciate that, but it did not solve it. I think I'm actually already using the edited file. I think I used it to stop repeat on another project with no horizon, but this one has a horizon, and just above the horizon, I can see the layer repeating.. There is some distance between, maybe I just need to tweak the settings some more...

    Yes, there is a quite a lot of tweak to get things to align just right, if I recall.

  • You made some weird mix with events from both methods.

    Event 57 & 58 are left overs from method 1.

    You forgot the 'on path not found' situation from method 2.

    The 'marker' is just a debug object. You know that eh.

    https://www.dropbox.com/s/8wyg0y99z065l ... .capx?dl=0

    Now that is GOOD! I must have screwed up when I copied it, mistaking it for being because the object is bigger than the tile. I'm quite pleased the system inherently works by using the bottom pixel as the only reference, cos it makes it loads easier for implementing like this.

    Okay, 99Instances2Go last trick and I'm done! You've helped spectacularly on this, now there's one final question. Is there a way of being able to move the character by the pixel IF the player is already in a tile, and you're clicking within the tile? If you notice here:

    He's just moving to the pixel, that way when you click close, the character doesn't stand still, but if you click to another tile, he'll still move there with pathfinding. I think I just need to know how moveto directly to the position within the tile, if you're already at the tile you're trying to pathfind to.

  • I've been having a lot of fun with this amazing effect!

    I've got a question. If I'm using the effect on an entire layer, is there a way to avoid having it repeat infinitely on the edges?

    Yes, there's an edit you can make to the file, I forgot where exactly, r0j0 does mention this in the topic somewhere, and I think you have to hack it by duplicating the X and Y code redundantly and setting one of the X's off/Y's on and on the other setting the X on and the Y off. Hang on, I might have the file...

  • Still having trouble getting my head around the mechanics of this. So, I guess for the speech above head I'll have a per-character sprite text attached and hidden when not in use. I'll have 5 blank Sprite texts positioned on a layer that's hidden unless speech is engaged for selecting. Now, I need to dynamically load which ever conversation is needed, and not only that, but the relevant engagement lines that haven't already been spoken/don't get removed (see ya!/are you sure you can't sell me the fruit?/etc). I need to change the Sprite text above head to the engagement line and hide the selection layer and cursor. Now, I need to figure how to sequentially change the line to the next sentence on the dialog, and the other characters. When the lines of the conversation have been spoken, the engagement lines need to change or be removed, depending on that particular tree. Is this all triggered with functions? I'm not smart enough to use external files so I'm happen enough with using a seperate sheet for dialog or even a group, but it's just functioning all the mechanics I'm having difficulty with imagining. Text speech length is easy enough, just set length to a multiplication of the amount of text in each line +/- the UI speech speed selector or if there's voices, the length of the file, but that needs to be a very global thing so everything's speed is based on that basic principle. Any suggestions on how to get started with the actual engine for this would be MOST appreciated, I can take care of building a prototype but I'd love some ideas on how to make this as painless as possible!

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  • Zebbi, i have no idea what you are doing, a .gif is not helping.

    Besides that, looking at that .gif, i dont understand the use of tilemap based pathfinding with that plugin.

    There is no possible path in the tilemap because the moving object (its size, and polygons) does not obey to the tilemap.

    I have no idea how to make my code work in totally different environment then it is designed for.

    It does work! That's the beauty of it, the tilemap only seems to care about the base pixel or something because has worked perfectly fine! https://www.dropbox.com/s/yk55s50hevvphkd/JIGLGE.capx - the ONLY issue with the last revision is there's a strange little jiggle the player makes before moving if you click an unwalkable tile, this didn't happen in the other versions I used in this enviroment. I suppose technically I could use a tile the size of a tile and stick the player to it, but so far it's actually been working perfectly well this way! Try that capx, if you can, and on debug you can see there's a slight movement before starting along the node path if you click an unwalkable tile.

  • Why dont you just write in events what you think ?

    https://www.dropbox.com/s/faxsqtisyypfl4f/ntr.capx?dl=0

    Dont give me hell for the search time for completely locked up tiles. You was warned.

    It's very nearly perfect, just trying to iron this one quirk out! Can you assist? <img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes">

  • Of course not, it is the effect you want. A fake lower frame rate. No ?

    Yeah, a fake lower frame rate, I just thought timescale paused the movement's time without it catching up after the pause?

  • Sprite > On frame changed

    ....... move pixels

    System > Every X seconds ..... time = random(1/12,1/60)

    ....... move pixels

    System > Every X seconds ..... time = 1/15

    ....... move pixels

    System > compare two values ... value 1 = tickcount%5 .. = .. value 2 = zero

    ....... move

    If you wanna use a behaviour

    System > compare two values ... value 1 = tickcount%3 .. = .. value 2 = zero

    ....... system > Set object timescale .. zero

    Else

    ....... system > Set object timescale .. 1

    Now, the behaviour with the timescaling, that won't keep the relative speed correct, will it? It'll just be pausing the character every other tick, but the character won't move further down it's route in between pauses, will it?

  • 99Instances2Go Also, it only happens on the unwalkable tiles, as can see in The gif when I click on the white space.

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Zebbi

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