fluffifluff's Forum Posts

  • 4 posts
  • Okay, this is definitely a Grok bug.I was just trying to upload two images for you—one JPG and one PNG (both from Grok). Depending on what you do there, you get either a JPG or a PNG.When I upload the PNG (I used imgbb for it), the site automatically converts it to a JPG. I’ve never seen anything like that before.The file extension clearly doesn't match the actual format. Definitely a Grok bug.Thanks anyway!

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  • Hello everyone,

    I have a very interesting issue that I was finally able to track down.

    When I open a Sprite and try to "Load Image from File", images generated by Grok (Grok Imagine) simply do nothing.

    There is no error message, no warning — nothing. I select the PNG file, click OK, the file dialog closes, but the image is not loaded at all.

    After a lot of testing I discovered that this only happens with images created by Grok.

    Every other image loads without any problem — regardless of format.

    If I take a Grok PNG and convert it to JPG (even without changing anything else), it suddenly loads perfectly fine into the Sprite Editor.

    Has anyone else experienced this problem?

    Can someone confirm this behavior?

    Thanks in advance!

    Tagged:

  • Ah, of course. Thank you! I missed that.

    The way the auto-movement with pathfinding and tile movement is implemented is based on two examples from this forum. I couldn't figure out another way to do it.

  • Hello,

    I have a problem with pathfinding. As shown in the image, there is a Player (P) and three Enemies (E). The player can be controlled with mouse clicks or the keyboard. After reaching any position, you need to press "End Turn." Then, the enemies move one after another. They should move toward the player and stop on an adjacent tile. This works well so far.

    However, it can happen that a preceding enemy blocks the path. In that case, the following enemies should move as close to the player as possible. I solved this by creating a new dummy sprite (failDummySprite) at the position of the last enemy, which then serves as a new target.

    Now, here’s the problem. Sometimes it works perfectly, for example, in the hallway at the beginning. However, sometimes the last enemy cannot find a path, even though there should be one. See the fields marked as "Fail" in the image. Additionally, on the field marked as "Test," you can see that the last enemy takes a non-optimal path. In my opinion, this is the root of the problem: when the path is "blocked," they cannot reach the target. I just can't figure out the issue. Why doesn't it always find the optimal path? I regenerate the path map for each new enemy, but sometimes it fails to find a path to the target. I'm slowly getting desperate.

    Does anyone have an idea?

    Thanks!

    https://drive.google.com/file/d/1G9IdE8UfHh2lFsqwTPJTv5Yvba3aHq7C/view?usp=drive_link

  • 4 posts