Headbang Games's Forum Posts

  • You can see the starting point from the line, it happens when i click in a straight line through a wall

  • Nice concept, but i would still use the walking of the pathfinding, because i have events set for speed and animation by angle and on arrive for the pathfinding.

    I do use moveto on the object when i am playing different animations, like climbing, jumping, etc.

    I will have to dig into your capx a little, there are some conditions when the nodes are not selected correctly:

    [attachment=2:1q96um5n][/attachment:1q96um5n]

    [attachment=1:1q96um5n][/attachment:1q96um5n]

    [attachment=0:1q96um5n][/attachment:1q96um5n]

  • Yes the videos and screenshots are from gameplay from a C2 version of the game (previously used WME).

  • Yeah you're right, a friend of mine had an idea i might try:

    1. find path and take points x,y on the first node.

    2. find closest point available to this point in the 3-4 neighbor straight lines, find path to this point and walk it.

    3. find path to final destination again and go back to step 1, until you reach the destination.

    It's a little crooked but it will do the trick, i am still looking for a more elegant way to do this.

    Ashley any ideas?

  • Yeah i already did that, just wanted to know if it has any benefits.

    It looked like it was working well on your example, but then i noticed you're just setting the animation and that's what i am already doing, but the pathfinding moving angle can still return different angles in between and move in that angle.

  • shinkan, That's great!!! thank you very much!

    Is there any reason you're using another pinned sprite and not putting the pathfinding on the player itself?

  • Firstly, yes pathfinding is necessary not just for walkable areas, but also for shortest route to destination, how else would you do it?

    I already set the animation using the pathfinding moving angle, but i want to limit the movement itself to just 8 directions, angles 0,45,90 etc, because i only have 8 animations in 8 angles and if the angle of the animation is 45 and the movement angle is 35 it looks bad.

  • shinkan Thanks man, i did run into one problem i haven't fixed yet, though i didn't quite gave up on it yet, i need to limit pathfinding to only 8 directions, do you think you can help with that?

  • Hi everybody and especially those point and click die hard fans out there!

    I am working on a remake for Indiana Jones and the Fate of Atlantis all done in C2, going great so far!

    I made a website also using C2 with a signup petition to help us voice our demand for this remake to be approved by Disney/Lucasfilm, please help us by signing the petition, it really means a lot to us, thanks!

    http://indiana-jones-and-the-fate-of-at ... ition.com/

  • allavett thanks, 2nd video of room 3-4 is coming today/tomorrow, stay tuned!

  • AnD4D Did you by any chance managed to limit path finding to 8 directions?

  • Here is the first video demo of the remake of Indiana Jones - Fate of Atlantis Special edition done with C2, enjoy!

  • Ok, i posted the error:

    https://code.google.com/p/chromium/issu ... ?id=452831

    Although i can't get it to work on IE as well, i don't get an error and i do get a string back to download but it seems like it's a blank canvas.

  • I have the same problem, but i can't seem to get around it, i see you can "Regenerate obstacle map' before you're switching layouts, which seems a little odd for me, since the changes are in the next layout.

    I tried calling it on the start of layout or on the end of previous layout, but no dice.

    Ashely can you shed some light on this problem?

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  • R0J0hound did you export the project?

    in preview mode it works fine.