My path-finding keeps breaking!

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Post » Wed Feb 06, 2013 4:43 pm

@tanoshimi

My point was effectively saying that it turned into work overload. Sure it's possible to use it with the path finding behaviour, but take the following for example.

I have one character that has an idle animation, a walking animation, a running animation, a sword fighting animation, a bow shooting animation, a sitting animation, a feeding animation, a sleeping animation, and a dying animation. So that's 9 different animations, with the possibility of adding more in the future. Now, this character has this same animation rendered out in 3D and then had a sprite generated for 32 different angles. This means that I will need to have a grand total of 288 separate animation files within that character, with each one requiring an event to deal with each action on each degree of rotation.

Again, while this is all possible, it is very impractical, and means that it's unlikely that people will use the path finder for these kinds of games just yet.

It's a great behaviour, and I'm sure some people will be able to do great things with it, but for the time being I feel that sadly at this moment in time it's limited in what can be achieved. Not putting the path finder itself down at all, I honestly think it's great. I could make my game top down and only have to work with 9 animation files, and have the system automatically rotate using this tool, but I feel it would look pretty awful compared to isometric.

@Ashley - Sorry to pull you into this. Do you know whether we can edit the core plugins to allow or disallow directions as and when we choose? 4 directions, 8 directions, etc, as suggested by tanoshimi's above post?
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Post » Tue Feb 10, 2015 4:41 pm

@AnD4D Did you by any chance managed to limit path finding to 8 directions?
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Post » Wed Feb 11, 2015 5:31 pm

@Lof

I'm afraid not. Things may have changed, but I've moved away from Prototypes onto larger games now.

I'm sure I'll come back to pathfinding in the future, but not yet.
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