[Plugins/Behaviors] Rez Repo

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The I18N (Translation) is a Construct plugin created to translate text in game.
  • Wow this looks awesome!

  • Is it possible to amend the astar calculation based on the collision polygon instead of the image height and width?

  • Hello 00Rez awesome plugins, thanks for sharing!!!

    I found this example a few days ago and I think is your (I don't remember):

    dl.dropbox.com/u/19078872/Event%20system/index.html

    I'm trying to achieve the enemy attack on the player and viceversa, but I haven't been able to do it correctly. If this this is your example would you mind posting a capx, or maybe point in the right direction?

    THANKS!!

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  • Hi, these plugins realy work great!

    I have just one problem. In my game the blocker can be placed by the player and this could lead to no path available. Is there a way to check and react if there is no path to the target? And if not will it be implemented in the next versions?

  • 00Rez

    How will this handle objects/obstacles that move?

  • Great plugin!

    Trouble is when the goal is more than about 15 blocks away it won't find a path to it in a straight line.

    Here's my settings:

    Layout size 1024 x 600

    Astar cell size 32

    Astar grid width 256

    Astar grid height 256

    Object size 32

    If I make the goal close to the start, and build a path to one end of the layout that loops back to the goal, it will work.

    eg. [li]----------------|
                           |
        [!]----------------| works.
    

    If it's a straight line from one end to the other, it won't find a path unless the goal is less than ~15 squares away.

    eg. [li]-----------------[!] = no path.
    

    It's like the Astar algorithm only includes goals within about ~15 squares and no more.

    Any idea why this might be happening?

  • Great plugin!

    Trouble is when the goal is more than about 15 blocks away it won't find a path to it in a straight line.

    Here's my settings:

    Layout size 1024 x 600

    Astar cell size 32

    Astar grid width 256

    Astar grid height 256

    Object size 32

    If I make the goal close to the start, and build a path to one end of the layout that loops back to the goal, it will work.

    > eg. <img src="smileys/smiley38.gif" border="0" align="middle" />----------------|
                           |
        <img src="smileys/smiley34.gif" border="0" align="middle" />----------------| works.
    

    If it's a straight line from one end to the other, it won't find a path unless the goal is less than ~15 squares away.

    > eg. <img src="smileys/smiley38.gif" border="0" align="middle" />-----------------<img src="smileys/smiley34.gif" border="0" align="middle" /> = no path.
    

    It's like the Astar algorithm only includes goals within about ~15 squares and no more.

    Any idea why this might be happening?

    Can you send the capx so I can have a look?

    Thanks.

  • Is it possible to amend the astar calculation based on the collision polygon instead of the image height and width?

    It *should* already do that unless it's an older version?

  • hello,

    Could somebody explain how "Auto tile behavior" works?

    For me it doesn't work (R110.2 Beta).

    Or is there an alternative behavior?

    Thank you

  • Hey 00Rez - nice and fast plugin, but is there any chance to offset the Grid in X/Y axes?

  • 00Rez

    1 astart set brake painting is not quick enough, click on the adjacent area displacement normal but no animation response! (will be the Astart properties - cell size set for 64 words faults obviously)

    2 mobile end when displacement, animation prematurely

    And this done set system can't call other animation. With the current animation not frame as the end animations!

    this my game

    dropbox.com/sh/26v4wu5xp1z7rdp/oPWQZHCdQG/1127.capx

  • Having problems with astar. In my game, the cells are 16px. Most if not all of the time when I right click to set the destination, the unit teleports there instead of finding a path. Some of the time, they teleport most of the way then find the path to the destination. Help please? :c

  • Rez, great plug-in. Thank you so much!

    I'm working on an isometric game, so I need my pathing characters to go walk behind any walls while only pathing around the base, where the walls touch the ground (which is where I have my collision poly). It definitely appears to me that the visual extents are what's blocking the pathfinding, not the collision poly. Can anyone else confirm this? Pretty sure I have the latest version (1.0, which I got from the top post in this thread).

    Also, is there some way to determine if a path is unable to get to the destination? That is, a way to test if the character is blocked?

    Thanks!

  • I definitely confirmed that the visual extents are used for pathfinding with this plug-in currently. Does anyone know if Rez is still updating his work?

    If not, I believe there's another Pathfinding plug-in by another contributor. Can anyone tell me if it operates any differently or has any other issues/advantages?

  • Is this plugin still being supported? I'm loving it so far. Very easy. Looking for the tank example. I'm trying to have a NPC navigate and look where he's walking. Struggling with that part so far.

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