igortyhon's Forum Posts

  • It looks like a crutch. Could you upload an example file with this piece of code so we can fix it for you?

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  • Hi. This is a feature of the platform. Even using native methods of polling the state of the internet connection, the answer will not always be 100% accurate.

    If you really want to find out exactly, you need to contact any source on the network, it can be anything, such as your own or public website or some service. After contacting, if there is no answer, then there is no network.

  • dop2000 and igortyhon I uhh... may need an explination for what's going on with the spawning here...

    Hi, how do you want the cards on the table? Please write in words or drawings.

  • When you remove or add obstacles to the map, you must perform a “Regenerate” action for the entire map or individual sections.

    There are many good examples of this behavior in C3 and it is well described in the help.

  • There is a sprite with pathfinding behavior that is visible in the video and there is a house sprite (with solid behavior). The other things that are visible are on different layers.

    I look at your video and the collision grid of the house and I see that the character is as close to the house as possible (screenshot), he can not get closer he is prevented by the sprite of the house.

    But your house has a strange sprite, I would do a mask coliziya just on the object without grass around.(orange on the screen).

    And more when the character runs behind the house you can show his animation solid fill (red on the screen) that the player saw what the character does.

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  • I thought this forum was active

    This forum is actively read, but not all questions have the right information to give an answer.

    For example, in your question, besides the settings of the path search itself, it would be good to check all collision masks and objects that are on the path, but you can't do it just from a piece of video. The best way is to attach the source with a piece of problematic code, graphics and all unnecessary things can be removed.

  • Hi.

    Why don't you string the code under events, you put everything in one pile? It is not readable by people and causes disputable situations in the program.

    Where the trigger “map creation” is triggered, the engine already understands that this particular map instance has been selected and is ready to work with it, so it is better to start events only for this map. If you want to process all map instances on the sheet in this event, you'd better move it to a function. And already in the function body list all the cards and set their size and position.

  • You've already written two posts about strange audio behavior, but it doesn't help us to understand what's wrong.

    We need either a screenshot of the events or a source with the problem.

    Have you looked in debugger to see if the audio is launched once?

  • Look at the physics examples. Especially these two they have touch and similar mechanics.

    editor.construct.net

    editor.construct.net

  • After you press f12 in chrome should open the debugger, then use this key combination

    ctrl+shift+M

  • Yes, and where you stop a dead creature, you can add an animation check to the check condition, and if the animation is not the “death” animation playing now, only then turn on the “death” animation.

  • I'm making an evolution simulator. There's little critters that use pathfinding to find food and water. Sometimes, they walk infinitely into the corner of the map.

    Hi.

    I think you need to go through all the creatures. And you can do it less often, not every tick.

    Try this.

  • dop2000

    But in order to get good figures for both methods “int” and “floor” we have slightly extended the range of generation to get the right sample, if we do the same for “round”, this method also shows itself well.

    Here is an example.

    fex.net/en/s/c2tlmek

  • dop2000

    I agree the “int” method works better, by the way the “floor” method also works well.