Path Movement Behavior

New releases and general discussions.

Post » Sun Feb 07, 2010 12:48 am

Path Movement Behavior 1.4 [color=#BF0000:z2izd41a][size=150:z2izd41a]new as of 4/25/10[/size:z2izd41a][/color:z2izd41a]



[size=150:z2izd41a]
EDIT: Latest Version 1.4[/size:z2izd41a]
Path Movement Behavior Download Version 1.4
+ Added set/get speed (direction of motion is preserved)
+ Added Acceleration.
+ Added option to set location on path to either move the object or just the path under it.
+ Added option to compare path distance by 'floating point' or 'integer.
+ Added compare path distance in range.
+ Added compare path distance from endpoints.


version 1.3:[color=#BBBBBB:z2izd41a]http://www.box.net/shared/9dgbggcu7c[/color:z2izd41a]
+Curved motion option (using Catmull-rom interpolation)
+Triggered conditions at endpoints of path.
+more comparison conditions.
+ACE's are now better organized.
+[fix] "add node" action after moving sprite

version 1.1:[color=#BBBBBB:z2izd41a]http://www.box.net/shared/n4genz71b0[/color:z2izd41a]
+ Now with an in editor path editor.

old version 1.0:[color=#BBBBBB:z2izd41a]http://www.box.net/shared/e0qay38vaa[/color:z2izd41a]
Example cap

Cheers
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Post » Sun Feb 07, 2010 2:14 am

Awesome!!
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Post » Sun Feb 07, 2010 2:16 am

Okay, this is interesting and all that. But do you care to share with us how the paths are made? And what these .path files consist of?

And I know you've probably done a lot of work on this, and that's appreciated, but it seems to me that a path movement like this isn't going to be terribly useful unless you can easily draw the paths. Also, having a bunch of external .path files seems rather odd to me, is there any way possible that you could internalize them somehow? The best way for a user to draw the path in my opinion would be in the Construct IDE somehow. Perhaps in a similar method to how the custom masks are drawn with the Physics plugin.

Other than that it appears to work rather well. I'd like to play with this some more but... I don't know how the paths are made.
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Post » Sun Feb 07, 2010 2:26 am

Ah, I just realized that you have to create the path first with actions. Never mind on that part.

I still think an actual visual editor would be best for this sort of thing. It would make it much more user friendly and remove the need for .path files. Still, I suppose it's no big deal to set a path with small "waypoint" sprites in the editor and use a loop to designate your path with the path object.
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Post » Sun Feb 07, 2010 2:40 am

I'm looking into using the custom collision edit from the physics behavior for edit time path creation. There's a lot to it though so it may take awhile.
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Post » Sun Feb 07, 2010 5:59 am

It runs great and added to the Master Plugin Page.
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Post » Sun Feb 07, 2010 7:46 pm

Wow! I had thought this was the python concept thread!

downloading, let's see how this goes =)
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Post » Sun Feb 07, 2010 8:42 pm

[quote="R0J0hound":1g6zb6vs]I'm looking into using the custom collision edit from the physics behavior for edit time path creation. There's a lot to it though so it may take awhile.[/quote:1g6zb6vs]

Awesome :)

Also, some features I know I would like to see, and maybe perhaps might possibly get implemented if you have the time and energy:

[list:1g6zb6vs]
[*:1g6zb6vs]Bezier/Linear toggleable option[/*:m:1g6zb6vs]
[*:1g6zb6vs]Easing in/easing out option for motion at path beginning and end[/*:m:1g6zb6vs][/list:u:1g6zb6vs]

Someone else mentioned branching paths but eh, you could always just draw two paths and jump the object from one to another. Of course this would probably require an "On node reached" condition to work.
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Post » Sun Feb 07, 2010 9:01 pm

This is officially cool.


About branching paths: maybe you could load several path segments and set the active one? If this was an object, you'd just have several instances with different data and shift between them but as a behavior you can't do that :s
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Post » Sun Feb 07, 2010 11:19 pm

OK how do make the paths? Tutorial anyone?
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