walking glitch

  • #10, by doroboSunday, 30. April 2017, 21:55 3 years ago
    Not really sure that's a glitch. It's aligning itself to the point you clicked, but correcting itself because it can't go that way due to the way borders / paths that you have created. Typically way area tends to be one large area rather than bizarre shape. Did it still glitch out if you pressed inside of the way border? - I didn't notice if you'd click inside of the way border at any point in the video.
    Yes it's aligning but it should do that before showing that one frame sort of think ahead of time and just go around. It's nothing game breaking but it wouldn't fly with the regular QA as it keeps bugging me (: While it's not a typical shape i'm well within the rule set of Visionaire just being creative. Inside it's fine and even outside if the shape is rounded. Just showing the extreme case here. 

    edit: at the end there i click inside and it gets unstuck

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  • #11, by afrlmeMonday, 08. May 2017, 19:40 3 years ago
    Not really sure that's a glitch. It's aligning itself to the point you clicked, but correcting itself because it can't go that way due to the way borders / paths that you have created. Typically way area tends to be one large area rather than bizarre shape. Did it still glitch out if you pressed inside of the way border? - I didn't notice if you'd click inside of the way border at any point in the video.
    Yes it's aligning but it should do that before showing that one frame sort of think ahead of time and just go around. It's nothing game breaking but it wouldn't fly with the regular QA as it keeps bugging me (: While it's not a typical shape i'm well within the rule set of Visionaire just being creative. Inside it's fine and even outside if the shape is rounded. Just showing the extreme case here. 

    edit: at the end there i click inside and it gets unstuck


    what about creating 2 big squares? large square is the one where you want the character to be able to walk & a smaller square inside where you don't want the character to be able to walk? Don't know if it will make much difference though, but worth a try maybe?

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  • #12, by doroboMonday, 08. May 2017, 21:13 3 years ago



    what about creating 2 big squares? large square is the one where you want the character to be able to walk & a smaller square inside where you don't want the character to be able to walk? Don't know if it will make much difference though, but worth a try maybe?


    Good idea i haven't thought of that. But it seem to be the same result. This method probably creates same polygons as previously.

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  • #13, by afrlmeMonday, 08. May 2017, 22:26 3 years ago
    ok ok... another method. Create 3 different way systems. Use action areas to change between them. This way you don't have that backwards C shape & instead mostly have a rectangle shape for each section.

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  • #14, by doroboTuesday, 09. May 2017, 21:42 3 years ago
    ok ok... another method. Create 3 different way systems. Use action areas to change between them. This way you don't have that backwards C shape & instead mostly have a rectangle shape for each section.

    Thanks for a method but as i understand action areas should be on corners like trigger areas. So i would need two for going one or the other way on each corner. And what if it's crossroads? I just don't think it's very practical and would result in alot fo messiness and probably would cause even more problems. If it would be like couple of such cases i might try this but i plan to have alot of this type of navigation. So idk. Me sad smile

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  • #15, by afrlmeWednesday, 10. May 2017, 00:45 3 years ago
    You can check on character enter / leaves, which direction they are facing I think?

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  • #16, by doroboThursday, 11. May 2017, 09:54 3 years ago
    Just in this particular case with C shape i have doors at both ends and player can enter trough any one of them so i would have to have just one waysystem for entering and that ruins doing it with three rectangles.  Your suggestion is doable and i played with it a bit but it's just like doing a puzzle for each similar case just so that it would walk normal wich it should by default.

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