oosyrag's Recent Forum Activity

  • You won't be needing the "Object Has Line of Sight of another Object" condition.

    In your drawing, it looks like when you jump to another surface, the angle will be set to go back the way you came from, so if you jump you'll go back to where you started. This is simply a 180 degree turn from the previous heading upon landing, or collision with target platform. However, that is independent of target platform rotation or angle, so the target platform orientation doesn't matter.

    In the event that you wanted the new angle to be a reflection off of the target platform surface (like a ball ricocheting off a wall on a pool table), which is what I understand from your written description, you'll want to do the following:

    Upon jumping, use the cast ray action from the player object towards the direction you are jumping.

    In the following event, use the Ray Intersected condition to check if it hits a destination surface. Then you can get the reflection angle with the ReflectionAngle expression, plug that into the action where you set the new angle, upon colliding the wall or right after you jump or whenever you want.

    Check your cell size, reduce it if necessary. Check the cell padding as well, I believe it defaults to -1, which could allow your object to move into a wall and have overlapping problems. If you're using move along path to move your object, try increasing your rotation speed from 100 to 1000 or even higher - this will let you get more direct movement between nodes, depending on the scale of your project and speeds involved.

  • To make it seamless, you might need to clone the edges of your layout (half a viewport's worth) on each opposing side, left/right and top/bottom.

  • You may have changed your viewport numbers around. The number within the parenthesis in the ViewportLeft()/ViewportRight() expressions reference the layer number, or I believe you can reference a layer by name if you put it in quotations.

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  • Ok there are two issues here - one is that your cell border is set to -1, this effectively shrinks your solid walls to basically nothing since your cell size is larger than your wall size. Try setting this to 0, and lowering your cell size to 16 or so.

    Problem two is the slow rotate speed - This will cause your object to float around corners and cut through what should be solid walls. This is amplified by the fact that you are updating your path every second. If the pathfinding has to turn around or pick a new route, then your object has to slowly rotate and turn around. You can increase this to 1000 or 2000 for a tighter turn.

    Remember the solid behavior doesn't affect the movement portion of the pathfinding behavior, only the pathfinding part of it. So as your object was trying to get back on the path, with a slow rotation speed, it would go ahead and go through solid walls. Also with the cell border set to -1, there were basically no solids at all on your layout as far as the pathfinding behavior is concerned.

    If you're making a pacman type game, I suggest building your levels and walls with standard tile sizes, things will run much more smoothly.

  • QWOP was a physics based game about running, where due to the physics based controls, the character was more or less impossible to control.

  • To get the behavior you are describing you might be interested in the Custom Movement Behavior. For every solid object you have, also add a Custom Movement Behavior and use the Push Out Solid action every tick or on overlap with another object.

  • It depends on the action you are using to move your object.

    If you manually move a solid object past or on top of another solid object by setting its x/y position, the solid behavior doesn't do anything.

    If you use 8 direction, the object controlled by 8 direction will be blocked by a solid object properly.

    For pathfinding, solids are only taken into account when calculating the path. There may possibly be issues with cell size and origin points, but without seeing your project that would be difficult to diagnose.

    Also note solids don't normally have any interact with each other, which seems to be your assumption. The solid behavior interacts with other movement behaviors. For example, if I had a solid wall, and a player object moving by 8direction, the player doesn't need to be solid and it still won't be able to pass or enter the solid area.

  • What are you trying to do?

    Works fine as written.

  • Unless you're trying to make QWOP in space, I highly recommend not using the physics plugin for a top down space controls. There should be an asteroids example in C3 you can reference for inertia based movement.

  • What method are you using to move your objects?

    The solid behavior has specific interactions with other behaviors. You can reference these in the manual construct.net/en/make-games/manuals/construct-3/behavior-reference/solid.

  • Here is an example project - dropbox.com/s/34svcvglv9sr5kv/mousescrolling.c3p

    If you're brand new to the engine, I definitely recommend familiarizing yourself with the beginner tutorial and concepts. While this isn't exactly a difficult mechanic, it does use a few behaviors working together, which may be confusing if you are not familiar with them.

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oosyrag

Member since 20 Feb, 2013

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