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Messages - jihem

Pages: 1 2 3 4
1
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: July 25, 2013, 03:50:10 am »
I haven't checked cooperative path. You have to open/save each event (with a custom block) after upgrade (or Stencyl won't compile). Stay tuned... works in progress...

2
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: July 23, 2013, 12:55:48 pm »
I have updated the extension and one sample (#1). Let me know if it works for you.
I will check all samples and update on github soon.
Regards

3
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: July 22, 2013, 12:16:28 pm »
Thanks. I have to manage my time between the job I have to do and the things I like to do... Sorry for the delay :-/

4
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: July 22, 2013, 05:01:01 am »
I made the update. Now testing... I will rebuild the samples and the extension.

Updated files :

DecisionMaking.hx
> public function get(x:Int,y:Int):String
> public function to(x:Int,y:Int,dg:Int=0):AStar

Blocks.xml

5
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: June 20, 2013, 10:34:55 pm »
Hi,
Sorry, I just see your messages. I was working on another subjects and I didn't take the time to have a look on this topic. When using diagonals, the allowed path includes all the tiles around the actor. I will add a new computing mode using the diagonals if at less one tile is free near the targeted tile. This will solve the issue described by bonzero. I will post another message here when this update is ready (maybe in the next week). I'm very happy to see that the extension is useful. You give me the strength to add new methods and to continue.
Regards,
jihem

6
I got the same issue and I solved it with the SDK manager in stencylworks (with some help too).

http://community.stencyl.com/index.php/topic,20771.0.html

7
Shared Resources / Re: A* Pathfinding Behavior
« on: March 22, 2013, 11:11:00 am »

8
Abandoned Bugs / Re: Labels position change (not the same for all platform)
« on: February 16, 2013, 03:55:55 am »
Hi,
I have solved my problem using Engine.SCALE to place the labels at the good place (for Flash, Simulator and iPad). It works. I think you should adapt the Labels extension (to use the Engine.SCALE).

With s=Engine.SCALE, the y translation can be determined (without test) :
tY=(-16.s^2+144.s-128)/3 => tY(1)->0, tY(2)->32 and tY(4)->64.

If you need more explanation, tY is form of 32.(x-1)(x-4)/-2+64.(x-1)(x-2)/6
First term equals 0 for 1 and 4, give 32 for 2 => (2-2)(2-4)/-2 = 1
Second term equals 0 for 1 and 2, give 64 for 4 => (4-1)(4-2)/6 = 1

Regards,
jihem

9
I have this problem on the menu (extracted from a puzzle game in progress).

10
Abandoned Bugs / Labels position change (not the same for all platform)
« on: January 25, 2013, 09:45:23 am »
Since the following change, my label positions aren't the same in Flash and iPad (with 384x512 scene x4 graphics, 32x32 tiles).  I have made buttons with tiles and I place my text using a labels (in the middle) => ipad text isn't in the button but at the top (and if I change, in Flash it appears under it).

January 19, 2013
- [Fix] Labels don't top-align on C++ targets.

11
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: November 30, 2012, 09:55:05 am »
Since some days, I have private exchanges with ninjadoodle. Some updates haven't been published here. To stay tuned, have a look on the github repository : http://github.com/jihem/Stencyl-DecisionMaking

Thanks again to all of you for supporting me
Regards,
jihem

12
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: November 25, 2012, 01:27:30 am »
A legend ?! Wahahahah... Even if the cake is a lie (portal), reading this, I'm blushing like a young girl.

You're too kind. If every users of my projects and publications were like you, I could work on them full time (and didn't need boring additional jobs).

Actually the path finding isn't cooperative. Each hunter works for itself.

If think, I can improve this :

a) They can share the same map updated with their positions (a special tile code) -> mark all tiles used by their path and free the last tile after each move.

b) Make a time sliced map (with the hunter's position at each time tick) -> need to write new haxe class methods for this and may be add new stencyl blocks

The last (b) is the one described in the document links sent. The hunters won't act the same way with the two solutions. So we have to try... :)

13
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: November 24, 2012, 12:34:58 pm »
I found three different ways to do what you want (see collision event in the 'hunter' actor). For me, the best is the bloc used. But the comment blocs are good too (it's depend on your real need). Don't forget to enable collision with the 'players' group in the collision properties of the 'hunters' group ('hunter' actor/properties/edit groups...).

14
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: November 22, 2012, 02:46:13 pm »
Hi,

> Is there any way of going around this?
The hunter make his next move once he has reached the previous target tile. If you put him out of his road, he will never reach the tile... so he will stop moving. I understand your need and have an idea about how to implement it. I'll extend the sample (or make a derivative work) in the next days.

>Once again, thank you for the awesome extension!
It's a real pleasure to help.

>What game are you working on?
My personal project is a sort of Dobble like (http://www.amazon.co.uk/Asmodee-ASMDOBB01EN-Dobble-Card-Game/dp/B0031QBHMA) The game evolves to a cross-over with tangram. The players have to build parts of the pictures to associate them (not only to find the matching parts).

15
Extension Ideas / Re: A* as a Stencyl extension (with basic sample)
« on: November 22, 2012, 01:17:38 pm »
I got it! And... It was my fault ( again  :-[ ). In the constructor or AStar, I made a mistake in the limits of the map. Usually, I put a wall around the map so I haven't seen it before.

   public function new(smap:String)
   {
      if (AStar.cst==null)
      {
         AStar.cst=new Hash<Float>();
         AStar.setCost(".",0);
      }
      this.map=smap.split("|");
      this.mxx=map[0].length-1;  // the -1 were missing
      this.mxy=map.length-1;      // on this 2 lines.
      this.opn=new List<ANode>();
      this.cld=new List<ANode>();
   }

You can update DecisionMaking.hx from GitHub or use the attached zip.
http://n3k4.whizkids.fr/dm-astar-3/index.html has been update (for testing purpose).

Can you confirm it solve the issue for you?

Another subjet: I was working with James Prestwood (Prestwood Animation Studio UK). He need to make a break for family reasons. So, I'll be available as teammate (for a couple of weeks). In the wait, I'm working on a personal project (iPad game). If someone need somebody (or have an emergency), it's the right time.

Hu... One more thing : In the 'Level1' scene of dm-astar-3, you can add Hunters. Just edit the scene and add some 'Hunter' actors on the middle of the tiles.

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