GeorgeZaharia's Recent Forum Activity

  • Hey GeorgeZaharia

    Thank you for your interest. I understand you wish to have a look.

    Please go to this link I have made available: https://www.dropbox.com/s/9upzsaiuaorva6p/Chomp%20%27N%27%20Cheeky%20Unsaved%20Maintenance%20Version.c3p?dl=0

    This is my current version after the fix I made. Please check it out.

    I have not read your entire post yet because I have to go out. I'll be back and have a proper look at what you're saying.

    Cool, thanks il upload my own version on a personal link, u can remove urs from public view, also, i just noticed this says Solved in title yet the last commentary you posted about being "solved", i sort of skipped it(my bad). il try simplify ur movement if u didn't already i guess and get back to you.

    took a quick glimpse at the movement, is a bit overworked but it does what u intended so it should be fine.

    but u could just added pathfinding behavior to the Clamp, and go with a logic somewhere like when he has line of sight on player find path to player and make it move towards player along the path every time%speed where speed = anywhere from 0.1 to n which would make him look like is doing tile movement pattern.

  • i would like to take a look at your isolated movement part of the code if possible.

    what my suggestion is if is not possible to be shared, is that you could try instead of using X or Y as prerequisite for line of sight and instead use movement direction +distance from where it should stop.

    for example if enemy is moving only in a foward type of patern or clockwise lets say in a square or round pattern, u can say that is "front_movement" if he moves any other direction then is not forward... with that logic in mind, adding additionally a distance to stop from objective point reached.

    so enemy is moving_forward

    and

    distance(enemy.x,enemy.y, player.x,player.y) less or equal with 32 pixels lets say don't know ur grid size but lets assume u have a 32 by 32 grid movement block that means he is on a block adjacent to another meaning he needs to stop at a 32 pixels distance from players XY.

    hope it makes sense to you and helps you achieve a new solution.

    if it doesn't i could demonstrate it to you on ur tilebased movement i guess.

    also the movement should be general for all enemys, not just 1 type of mob... with little tweaks for type of mobs of course but the core movement system should be the same for all enemy (ex distance+movement forward has to be basic rules, what is considered additional ruling based on class is up to you to decide being it speed movement, waiting time etc), otherwise you will cause long run development conflicts.

    Try refresh the page using shift+f5 or ctrl+f5 to force clear the website memory cache... i tend to edit a lot of times my posts.

    Edit ~5: the problem i see with using x enemy = player x or y is that the enemy if is a large patch of grid movements, then the enemy can be at 10-20 grid spaces distance but on same X or Y and that would might be true for the logic of the system, but it would look glitchy as hell, as won't be near the player at all.

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  • Ok... now i'm working on a own 3D Plugin for Construct 3 Runtime.

    Nice. Il definitely buy that one also (if you will make it available for sale that is) ... i have a collection of plugins by now that i don't even use anymore.

    Is it gonna be Babylon.js or Three.js based?

  • For who is looking for the example files or manual, i took the liberty to upload them to my google drive they should be available as long as google drive doesn't close their services in the future.

    Download Examples + Manual

    Examples

    Manual

    In case you forgot how to download Q3D if you purchased it, here is the link

    That being said, it still remains useful for C2 projects.

    My last test shows compatibility with latest Construct2 Stable Version for desktop and browser - i didn't yet tested on mobile platforms.

    (don't forget if you are using it in your project, don't minimize/scramble your script it will stop working)

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  • I think their problem was the pricing, I mean anyone can use cordova for free right?

    That's what i felt also, when i started using them back in 2015 i think... for like 1 test and then when i asked removing the logo how much will cost ... i just said .... "ooooook cmd commands it is".

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  • what i meant by using pathfinding is that you have to code the events to use it properly, once you figure out the size and spacing required for block sizes so pathfinding is working properly you need to code how units move by choosing a target position

    and you can do that if im not mistaken by using the RTS example construct comes with, is very similar to the image you are showing, basically u select unit, then for that unit u can use a boolean, or variable and set it to a value =1 then if value =1 the unit will find a path to move towards the target position u give it.

    the answer i gave previously was actually not broad at all, is the expectation you had that made it broad.

    considering you are a 2014 construct user i was thinking you know how to code the events to achieve something like that, is rather simple, i just pointed towards the simplest solution and that is usage of the pathfinding behavior.

    i think i have a tank example that does this and here it is super tank battle example

    that was made with pathfinding and some tutorials from our good old C2 that explains active minimap interaction.

    sadly i don't think i still have the capx for it... but pathfinding is the solution

    Edited: is your lucky day i found the capx from C2 tank example update v3

    however i just checked the advanced wars movement system, and it looks like grid movement + pathfinding.

    and for that there are 2 Construct2 tutorials i can think might be useful for your case example 1 & pathfinding tutorial explained

  • Gigatron hey, i remember you sent me this a long time ago, wondering if you still have it available? the bubblefx i can't remember if this is the one that could map a 2d image and make it roll or not ... i think is a effect from you that i used to create a fake 3d 8pool test

    but i think i lost the files... once the pm services shutdown on scirra.com, if there is a chance you still have it can i have a link for download please? much appreciated.

    Edited:... nevermind was the glsphere effect

    thanks for doing this all the time :D

  • it means u need to export using c2runtime.js from advanced settings. however if u built on c3runtime and u you downgrade ur system to c2runtime some objects events might be lost(because they might not be available in c2runtime::like bbcode for text objects and other new stuff) so tread carefully make a backup of your file before you do that.

    but i see u fixed it.

  • I have a player sprite and a target sprite. The Target sprite is set to mouse.x/y.

    The player's angle is set towards Target. If I click mouse, it spawns a bullet from Player and shoots towards the Target. WHAT'S HAPPENING IS... If the Target is too close to the player and shoots, then the bullet goes in another direction. I want to stop this from happening.

    On mouse pressed

    A:> create bullet at player.x y

    A:> bullet set angle of motion to angle(self.x,self,y,target.x,target.y)

    make sure the bullet that is created doesn't have the setting "setangle" ticked.

    if you have this already done in your project, i can't see a reason why it would fly a wrong direction, unless there is some event condition/action that is interfering with it.

    try testing the above on a clean project and compare it with your projects code.

    hope it helps.

  • that looks like manual pathfinding per unit, you can do the same type of movement by using the pathfinding behavior, or making your own pathfinding events_behavior.

    but yea pathfinding is the answer as i can see and a few re-usable events with functions.

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GeorgeZaharia

Member since 30 Jun, 2014

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