graham-s's Recent Forum Activity

  • If you want an all encompassing solution, I can recommend Epic Platformer in the store

    (https://www.scirra.com/store/royalty-free-game-templates/epic-platformer-3118)

    It covers many different platformer examples as seen below..

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  • Make sure you display the TileMap bar, you'll need it (Menu/View/Bars/Tilemap Bar)

    Once you add the tile map, use the tile map bar to load the Tiled map.

    Remember to use Tile Map layers only in Tiled.

    Remember to only use 1 tile set.

    Add a tile map in Construct for each layer in your Tiled map.

    Then you should be good to go.

  • Ashley, any updates on a desktop build for Mac?

    I know Windows has been available for about a year now? Is it likely to happen?

  • Your question wasn't very clear.

    If you want the objects to be >200 away from another object you could try a 'while' loop.

  • Try these, it should get you there...

    scirra.com/tutorials/search

  • I do believe that to use the C3 runtime you need at least IOS 12. The C2 runtime can run on IOS 11.

    This per construct.net/en/blogs/construct-official-blog-1/launching-the-new-construct-3-runtime-1048

    If you're trying to use a Gen 1 iPad, I'd give it up, Safari only goes to 5 there, and apps are few and far between.

    Since IOS adoption rates are quite high, I'd target later devices. It will simplify frame rate issues etc and enable you to push the envelope further than if you cater to very old tech.

  • Any news on a Mac version of the desktop build?

  • When you press M on your project, you see...

    When you use the other example you see...

    The obstacle maps aren't aligned on yours.

    Changing your circwall looked a bit better.

    Clearer?

  • OK, that looks like the answer. If you look at your family 'walls', Rectwall and Circwall (change opacity to 75) you can see where you are checking for pathfinding. Where the blue isn't covered is where pathfinding will go through the image.

    I changed the big firewall at the top to overlap that large blue piece and it stopped crossing it.

    Creating the map this way is a lot of work for you, and probably not the easiest on CPU. Using tile maps might simplify that, or sprites with SOLID behaviours.

  • This link shows a good example wackytoaster.at/parachute/pathfindingShowPath.c3p

    If you hit M on this example all walls show the cells around them.

    If you do the same on your example, you are missing a lot of the cells, especially where you 'go through the obstacles'. Might be a good hint!

  • Setting the Cell border to 20 for the Player got very close to the calculated path, as well as it appeared to better navigate the obstacles.

    I'll dig a little more, but thought I'd pass that on.

  • Can you cross reference back to this pathfinding tutorial?

    scirra.com/tutorials/9609/pathfinding-route-visualization

    I haven't added a sprite to it at this time, but it might give you some thought.

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graham-s

Member since 24 Jan, 2018

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