megatronx's Recent Forum Activity

  • Platform plus, aside from couple more features, has all the problems you guys mentioned. However, it is smooth. That came out when I was doing rebindable keys code, and had two players mode, where both players where controlled using kb. Official platform behaviour could not run two characters simultaneously at all. And even on single player it wasn't exactly smooth. Fast forward a year - recently did another little prototype, and used official platform plugin, but it was still jugging, so I switch to platform plus, and again everything worked smooth. Fixing some of the problems like: sticking to ceilings or walls, or double jumping when near wall corners is not very difficult - it's irritating, annoying and wastes time - but it's not difficult.

  • Here's my 2 cents:

    The only time I get jank in my game (using latest NW.js) is sometimes when my character is running left or right, it kind of stutters heavily. But that's fixed by just running in the opposite direction, stopping and then running the way you wanted.

    Aside from that, there's a slide pause when I change into morph mode, but that only happens once.

    If you are using platform behaviour, the official one is broken. The platform plus works like a charm.

  • It's awesome, but tap demo is not working!

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  • Hi rex, could you make better example for ajax2cvs? current one shows me asian signs in open office and I have no clue what's going on?! THX!

    Also, how exactly cvs2array works? Basically how my spreadsheet should be like in order to easily convert to array?

  • At any given moment a object has a position (x,y) and a velocity (vx,vy). Using a formula like rate*time=distance, you can guess what an object's position in the future will be: (x+vx*t, y+vy*t), where t is the number of seconds in the future. If the object's velocity does not change then the guess will be 100% correct.

    So checking in the future just means to move the objects to where they will be, check for overlaps, and then move them back.

    For formations each object has it's own goal, which is pretty straightforward.

    Collision response is what will allow units to not walk over each other or not walk over the walls.

    For units this is done by finding the distance between each pair of units and just move each away from each other if they are two close.

    For units against walls you find the distance to each side of the wall and use the closest side to push away from. This distance calculation is the distance from a line to a point, which is different from the distance from a point to a point.

    https://dl.dropboxusercontent.com/u/542 ... find2.capx

    Thank you so much for all your help. I ultimately decided I will go with pathfinding. Since setting rotation to very high number got rid of that annoying delay, I wander if your technique of units not stepping in to each other would work with pathfinding too?

  • Bump

  • Hi,

    I've seen example some time ago of connected pathfinding with physics, for units not to overlap each other. I've spent long time yesterday searching for it but couldn't find it. Could anyone explain to me how can I do that?

    THX

  • BTW, I thought that official path finding could be fixed to support moving on isometric/hexgen grids.

    I would like to try it.

    Yes please! Also maybe include collisions checks so the units don't walk on to each other!

  • I've been trying to make a website lately and hated Wordpress. It didn't allow me the customization I wanted, and I didn't want to have to try a thousand different themes to find one that was set up correctly. I am however new to Wordpress, and so possibly misunderstood how to use it.

    Regardless, I recommend this: http://www.wysiwygwebbuilder.com I just tried it and it's similar in feel to C2, has lots of great features, drag and drop placement, isn't too expensive, has a free demo and you can even incorporate a C2 game as an element of a page rather than using C2 for the entire page itself without too much difficulty. Here's a peek at what I've been doing with it - I didn't mean to show this to anyone yet so please excuse how stuff is strewn about and misaligned as it's only for testing purposes: http://www.amirai.net/shards/

    It has a couple of images rotating at faint opacity using CSS animation and a C2 game overlaid across most of the entire page for the trailing particles following the mouse. That required a little tweak to the index.html C2 generates to get the game to have a transparent background, but aside from that, no code editing was needed. The page itself is at a lower opacity, it's not normally supposed to be that dark, but you get the idea of some of what can be done.

    What do you need in WP? I probably will be able to help you. Used to do it professionally.

  • Arima Hi, I know you had some successes with rts type formations and avoidance of moving characters. Could you help me with that? Thx!

  • The player doesn't utilize the solid behavior, it's only used for the line of sight.

    It could be re-worked to utilize astar so the shortest distance is used every time, but it would have to be astar done from scratch, since it wouldn't be grid based.

    If smaller objects are passed through you could roll your own LOS with events with that in mind, or probably more appropriate implement some kind of collision response to push objects out of each other. Avoiding moving objects can be done by looking at where the objects will be a little in the future and if they are colliding adjust the current angle of motion so it won't.

    Hmm, I have no idea how "looking in to the future" could be done. :/

    Maybe something simpler: how would you go about making characters not bump in to each other with just pathfinding? Also any suggestions how to keep formation when possible?

  • R0J0hound

    But how would you go about avoiding smaller assets and moving npc?

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megatronx

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