Zebbi's Recent Forum Activity

  • Sorry, can't open that capx, because it uses magicam-plugin..

    Sorry, forgot about that, here's a new one: https://www.dropbox.com/s/1fjgkpdpnv9o9 ... .capx?dl=0

  • >

    > > Most of the math in that example is to prevent the overlapping..

    > > All you'd need is the part that does the bullet instead of the follow path..

    > >

    > > Like this:

    > > https://dl.dropboxusercontent.com/u/485 ... rcles.capx

    > >

    > This is perfect! Thank you so much, a lot easier to read for those of us who are a little lacking in geo/trigan-ometrical knowledge <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> I noticed the pathfinding method was a little shaky when the screen is set to scroll to it, I'll be keen to see if the bullet smooths things out. Is bullet a better behavior to use over, say, the car behavior?

    >

    You are free to try and make this with the car behaviour..

    Tried applying your example to mine and the sprite just tries to go backwards for some odd reason: https://www.dropbox.com/s/tddz3vzcet8ya25/try.capx?dl=0

  • >

    > > The seam is hidden by either carefully placing objects in the same places on either end or using the paster object to copy the other side. It just to make the transition appear seamless.

    > >

    > >

    >

    > Would use paster be essential or could it be done with creative triggering?

    >

    Did you really read the answer?

    Of course I did, I was just clarifying that it could be done without paster, I must have read the or as an and.

  • i've found a huge problem. once the varible has changed to four, instantly twelve copies of the main enemy spawns behind it, but i only want one to spawn. any help?

    + System > If true trigger once?

  • The two ways I've used to do that are either:

    * move the player if he exits either end of layout. Scrolling is unbounded and the seam is hidden by either carefully placing objects in the same places on either end or using the paster object to copy the other side. It just to make the transition appear seamless.

    * move everything under the player instead of the player. And just wrap the pieces as the leave the layout.

    Both those take care of the visual portion. The seam will be a problem with ai and such so you'll have to take that into consideration with your events.

    I think the first method makes sense, if unbounded scroll is trigger-able, so when your reach that part of the level it turns bounding off, then you could proceed with the section that wraps. As so matching AI, I don't think either of my examples need that:

    https://youtu.be/QcfyypW65BM?t=24

    https://youtu.be/s-J3M33cDNw?t=8

    Neither have anything that would be different on a wrap, so I think it could be done that way. Would use paster be essential or could it be done with creative triggering?

  • maybe I'll hire someone to create a plugin specifically for this with the variables I require to achieve realistic AI driving using a similar solution to pathfinding that handles car waypoints.

    Thanks for directing me to your plugins tho, once I learn this program a little better I'm sure I will find many uses for them.

    This might be of use?

  • Most of the math in that example is to prevent the overlapping..

    All you'd need is the part that does the bullet instead of the follow path..

    Like this:

    https://dl.dropboxusercontent.com/u/485 ... rcles.capx

    This is perfect! Thank you so much, a lot easier to read for those of us who are a little lacking in geo/trigan-ometrical knowledge <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> I noticed the pathfinding method was a little shaky when the screen is set to scroll to it, I'll be keen to see if the bullet smooths things out. Is bullet a better behavior to use over, say, the car behavior?

  • What I would do in this case is use the patfinding behaviour to find the path and the bullet behaviour to move along the path, that way the path only has to be found once and when the last node is reached you could set the direction for the first node again..

    Something like I did in this example:

    https://dl.dropboxusercontent.com/u/485 ... erlap.capx

    This looks great, but it looks like a lot of maths. Is this way vastly superior to the method of pathfinding and moving? I appreciate that to do multiple passes of the same path might be more tricky, but is there no easy way of having the sprite loop around the path without using too many extra movements and expressions?

  • The origins on your Start/Finish blocks were bad, so that caused some confusion at first. When corrected, simple pathfinding works fine.

    http://www.blackhornettechnologies.com/ ... r_BHT.capx

    blackhornet Quick beginner's question, how can I do "laps" in this way? I want to have the sprite cross the finish line an go around again, I've tried it with variables and also with offset overlaps, but due to the object either not quite reaching the destination marker properly, or trying to turn around at the end, I'm not sure how to go about this? Basically, once it hits the finish, it needs to go around again, preferably with as few markers around the track as possible (we are pathfinding after all!) and with no risk of the sprite turning around and going backwards.

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  • Zebbi : You should really have a look at your origin-points, this is not the first time they are in the wrong place in the projects you shared..

    Sorry, I wasn't aware the origin points were important in pathfinding, I've found that cloning items causes some strange origin point offsets, and alot of the time I haven't noticed any particular issues.

    The origins on your Start/Finish blocks were bad, so that caused some confusion at first. When corrected, simple pathfinding works fine.

    http://www.blackhornettechnologies.com/ ... r_BHT.capx

    Wow, thanks for that, really helpful! I wasn't totally sure if it was possible or effective with pathfinding, but you've proved very well how effective it can be! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Here's a capx of a tilemap track with a sprite wants to find it's way from Start to Finish: https://www.dropbox.com/s/wg69djmnroga9 ... .capx?dl=0

    I saw this great example by rexrainbow : request-car-pathfinding_t125153

    And another pathfinding method: behavior-easystar-js-pathfinding-for-tilemap_t129056

    But they seem quite tricky to set up, and I haven't got the greatest understanding of angles and loops, so I was wondering if the sprite could "drive" or crawl it's way around the track using the simple tools provided in c2? I tried it with solids, 8-dir and pathfinding, but the sprite just hit the wall and refused to go around the maze, and I'm concerned the built-in pathfinder might get stuck and I really need the sprite to always be moving, trying to find it's way around the track. Any suggestions as to how I could get started with the simplest method possible would be great!

  • Just tested with r219 and this functionality works.

    Here is an animated gif of it in action:

    Ahh, I see, you have to engage the tilemap editor first and then it works. I was thinking it might have copied ALL of the tiles that were selected rather than just one for each in the editor, but still useful.

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Zebbi

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