dop2000's Recent Forum Activity

  • Thanks, I thought so. It's just strange that I haven't seen this before.

  • I just realized that Tiled Background can be used to draw lines in runtime, for example dotted:

    It's better than sprite because you can change its length without distortion. And it's better than 9patch because you can't rotate 9patch.

    Performance wise it looks very good too, I added about a hundred of such lines to layout, changing their size on every tick and still getting 60 pfs on mobile (WebGL enabled).

    Can there be any potential problems with using Tiled Background like this?

  • Guys, I don't understand - what's wrong with using a tilemap and the default pathfinding (as in the link I posted above)?

    It doesn't require any external plugins or any complex programming. And the character is moving more naturally, not like a robot in square angles. Or you can use pathfinding just to generate path and move the character from node to node with MoveTo or some other method.

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  • I think you are missing my point. What I suggest is to make another tilemap with thick tiles (1/2 size of the main ship tiles) that will act like walls for the pathfinder plugin.

    See this demo I made:

    https://www.dropbox.com/s/isnc7nm26ekdv ... .capx?dl=0

    You can experiment with pathfinder properties (cell size, speed etc).

    Also, after the character has arrived to the destination tile of the ship, you can adjust its position (move to the center of the tile) with MoveTo.

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  • I haven't used rex's plugin and don't know how it works.

    If you make a seconds tilemap like in the picture I posted, the walls will not be thin. You basically replicate all the walls in this tilemap.

    And then I guess you can use the standard pathfinding plugin.

  • Player Subtract (Enemy.Strength) from Health

    You are asking pretty basic questions. I suggest you read a few tutorials about objects, instances, instance variables etc. This should give you a better understanding of how Construct works and help to avoid many mistakes.

    There are also quite a few RPG tutorials with examples.

  • Not sure I understand... Your characters are attacking and you need to deal damage to the enemy?

    Try using "For each", for example:

    Character isAttacking

    For each Character

    ....Enemy subtract (Character.HitAmount) from Health

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  • I think you can use a different (invisible) tilemap for pathfinding with half-size tiles, like this:

  • You can't compare images data (well, you probably can extract them both to BASE64 string and compare strings, but this will be slow and really a huge overkill). So you need some sort of a database. I have already recommended a few options to you in another post:

    Use CSV for storing these lists of numbers. Load CSV into array and pick random numbers from the array, making sure that 2 numbers are not the same.

    Instead of many animations with many duplicating images, add all images as files to your project, create 2 blank sprites and load imaged into them using "Load Image from URL" action. This will also decrease app/download size and memory usage, especially if your images are big.

  • If this is just for debugging, I would make a clone of this array (CloneArray load from JSON MainArray.AsJSON) and then simply remove rows from this clone array. Say, press one button on the keyboard, see only records with Y0=0, press another button - see records with Y0=1. You can then sort by some other column if you need.

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dop2000

Member since 26 May, 2016

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