Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - tetsu0sh0

Pages: 1 2 3 4
1
Ask a Question / Re: Best way to approach A* Pathfinding?
« on: August 29, 2012, 12:52:01 pm »
Yes that's incredibly generous!
I cannot thank you enough for your help. :D

2
Ask a Question / Re: Best way to approach A* Pathfinding?
« on: August 28, 2012, 04:19:02 pm »
Ok so thanks to sunflower i have a 2D array set up with a list in each index.
Now you're using tiles for the pathfinding how exactly?
I'm afraid i cant figure this out by myself :(

3
Shared Resources / Re: 2D Array
« on: August 28, 2012, 03:44:55 pm »
Seems to work fine :)
Now i just gotta play around with it some more.
Thanks so much!

4
Shared Resources / Re: 2D Array
« on: August 28, 2012, 05:31:59 am »
Hi sunflower!
First off lemme extend my personal thanks for creating such a wonderful tool.
Secondly I would like to know how i go about using it?

I want to create 20x20 2D array with each index containing a list.

I notice your global block called "Create new 2D array with width_Height_ default item_"
How do you use it if it returns a value?

5
Windows / Mac / Flash / HTML5 / Re: Real Time Strategy - WIP
« on: August 28, 2012, 04:01:48 am »
Heh thanks man.
That's why I need path finding.
Hopefully I can have units avoid each other and walk around buildings without stressing the physics engine at all.
Right now there aren't any collisions

6
Ask a Question / Re: Best way to approach A* Pathfinding?
« on: August 28, 2012, 03:25:42 am »
Awesome! I would really appreciate that :)
Til then I'll hammer away at my own.
Maybe I'll figure it out.

7
Ask a Question / Re: Best way to approach A* Pathfinding?
« on: August 27, 2012, 04:30:17 pm »
Just finished eh? Care to share some code snippets?  8) :P
So you have 2 lists (x,y respectively) and each item in the list is a list.
Mine is going to be tile based as well.
I'll start trying to get everything organized. Thanks for the quick response!

8
Ask a Question / Best way to approach A* Pathfinding?
« on: August 27, 2012, 03:57:19 pm »
I've been doing a lot of reading into the A* Pathfinding, And it SEEMS like its something that can be done.

I know there needs to be a start node and an end node.
And then you need to find the neighboring nodes and get the distances, and set the parent to the lowest 'cost'

All that i can figure out eventually.

I do ask what the best way to begin organizing this is.
How do i go about setting up nodes?
How can i give a node address and a value (occupied, visited, closed, not occupied, etc etc) to a node?

9
Windows / Mac / Flash / HTML5 / Real Time Strategy - WIP
« on: August 26, 2012, 08:25:36 am »
http://www.stencyl.com/game/play/14353

Hey everybody!
I'm working on a simple RTS, and i have some autonomous resource gathering behaviors created.
Next steps are:
  • Grid-Based Building Construction
  • Unit Pathfinding
  • Military Units

Please let me know if you find any bugs or have comments / criticism.
This is pretty much just the foundation so far, and I'm still learning Stencyl, but I'm Making progress everyday, and hopefully i can update weekly.

Thanks!

10
No.
I just made a behavior and attached it to the actor.
I THINK I'm getting the hang of this now.
The more I use this program the more I love it!
It's remiscent of the joy I found when learning to use Valve's Hammer Editor for Half-Life.

11
Hahaha its working nicely now.
Hopefully i can get a decent tech demo online sometime next week.
Appreciate all the help!  :D

12
Resolved Questions / Re: Can i reference other actor's attributes?
« on: August 24, 2012, 12:20:18 pm »
*facepalm*
I'm such a noob!!
Thanks dude

13
There's a follow path behavior in the Forge.

14
Resolved Questions / Re: Can i reference other actor's attributes?
« on: August 24, 2012, 11:15:36 am »
I got the find tree thing working great thanks.
I'm still having issues pulling value from other actors/behaviors.

When my actor is near the tree and chopping, i want to decrease the "resource amount" by 1 every second. I also want to increase my actor's "Resources carried" number by that same value.

I keep getting a null reference.
Attached screenshots this time

15
Resolved Questions / Re: Can i reference other actor's attributes?
« on: August 24, 2012, 08:17:48 am »
See this is what i dont understand yet.

This worker is always going to be doing a distance algorithm for every tree on the map right?
Multiply that by a lot of workers, and a lot of trees.
This wont lag at all?

Also... what do i do with the "Actor of Type" block once i get it?
How would that carry over into another behavior? Or would it?

Sorry for all these questions - I thought i had a grasp on how this all worked but i guess i really dont.

Pages: 1 2 3 4