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  • This is awesome!

    Can you give any tips on how you achieved the smooth pathfinding?

    Specifically, how you got the sprites to re-calculate the path so fast?

  • I want to make a mechanic where the user is prompted with a shape they must trace or draw to earn a score based on accuracy. I'm thinking about using picking but I wanted the actual drawing overlay to look smooth and not have visible nodes or straight lines the user can easily navigate.

    Does anyone know an easy way to achieve this?

  • Howdy,

    I've reached a point that I believe it's time to work on a solid project that's worthy of putting on a market. The main issue is, my art just doesn't hold up anymore. I can program just about anything I want in C2 but the major roadblock for me is making the project presentable, and that's where you come in.

    I'd prefer to join in a partnership and create a game together, with your art and my code and then split the profit "if any". I understand that time is money though and if you'd prefer to be paid up front then I will consider that option as well.

    Please provide some examples of your work, I don't prefer any art style over the next but I think it would be best to show me examples of work relevant to video game art "character design, landscapes and so on".

    If you prefer to be paid rather than join in a team please send me a PM with your price requirements and make sure that price is for royalty free/exclusive rights assets in total.

    Thank you!

  • I get that too sometimes and the way I worked around it is by making the path finding object a bit smaller and changing the collision polygon of both objects "pathfinder and obstacle".. Might work, but not something I really worked out completely.

  • Ok, I bet there is a much cleaner way to do this but I thought it was worth a look to get the idea down. You will need to change how you want the timer to start but the example I created is a really rough example made in under a minute.

    Good Luck!

  • You could have the user controls be part of a variable that disables them unless the variable is on and then on start of layout wait 3 seconds and then activate the controls. You could also throw an animation with the count down up on the screen while this is taking place or just use a text object as part of a global variable that subtracts 1 every second.

    Lemme see if I can throw together a simple demo of what I'm thinking.

  • The best you will probably get is by using the Wrap behaviour. You can read more about it here.

    As for the seamless, no snap effect, I simply don't think it's possible, but I may be wrong.

    I tried the behavior first thing, but as you mentioned it has a snapping effect.

    I thought that I might be able to do some trickery with the scenery and specific teleport locations but it's not working out so well.

    I could go the rotary route but that has it's own list of issues. :/

  • Is there an easy way to make the map continuously wrap? once you hit the end, you start at the beginning?

    I want it to be seamless though and the invisible teleport sprite I have in place now just inst working so hot.

    thank you.

  • Something like this?

    [attachment=0:qo4h210w][/attachment:qo4h210w]

    Fantastic!

    this is pretty close to what I had in mind.

    For lightning I was thinking about the action to take place on click rather than click release, and I think I can figure that out but how would I make the line stay opaque and follow the mouse while it's in the click down state?

    Imagine you're firing a burning laser and as long as the mouse is clicked down, the laser follows the mouse.

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  • I'd like to stretch an animated sprite /line from an object to the mouse x and y on click but I'm not sure how to go about it.

    Think laser or lightning.

    Thank you!

  • Thank you so much!

    I was just about to post a new topic about this very subject. I would most likely tone the explosiveness down for my application but it's right what I needed.

  • TheSynan Are you picking nearest/furthest the forest, or the pathfinding villagers?

    I opened up the pathfinding example and put in an event which went something like this:

    obstacle (not pathfinding object) pick furthest to obstacle.x, obstacle.y

    then for the action I had sprite (pathfinding object) find path to obstacle.x, obstacle.y

    This works (I did have to delete the obstacles off to the side, it couldn't find a path to them for some reason, but that's irrelevant unless you want to replicate it in the pathfinding example...)

    so replace "obstacle" with "forest" and "sprite" with your villagers and it should work.

    EDIT: No wait, I confused that... it should go:

    obstacle, pick furthest to SPRITE.X, SPRITE.Y (not obstacle.x and y as I said above)..

    Thank you!

    It works. I had a hell of a time with instance variables and having the "villagers" find a new path but I got it working. Thank you!

    Now on to working out LOS crap haha.

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TheSynan

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