Does anybody have the breadcrumbs project?

ApprowApprow Member Posts: 703
edited April 2013 in Working with GS (Mac)
It seems like the file is remove from the server, I cant find.
If you do have it stored somewhere or if you have a working link, please send it to me!

thanks

Comments

  • mounted88mounted88 Member Posts: 1,113
    Looks like there is a link here to download. I'm not sure if it works or not.

    http://arcade.gamesalad.com/game/3157
  • ApprowApprow Member Posts: 703
    edited April 2013
    @mounted88 thanks for the link, but its not downloadable is it?
  • mounted88mounted88 Member Posts: 1,113
    If you follow that link and on that page it should say download link here.
  • ApprowApprow Member Posts: 703
    edited April 2013
    @mounted88 that is for downloading the gamesalad safari plugin
  • mounted88mounted88 Member Posts: 1,113
    I'm not sure of that, that's the only thing I could find about it.
  • RPRP Member Posts: 1,990
    Sorry used all the breadcrumbs last night when I made wienerschnitzel.

    Lecker!
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    This?

  • ApprowApprow Member Posts: 703
    @tatiang thanks for the file! Although is that the original project? Because its seems modified if you compare it to the youtube movie.
  • SocksSocks London, UK.Member Posts: 12,822
    @Approw

    Here's another (all credit to TShirtBooth) - draw path with mouse, release mouse.
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    @Approw I'm not sure. I just searched my computer for "breadcrumbs" and that's what I found.
  • ApprowApprow Member Posts: 703
    edited April 2013
    @Socks @tatiang Yes I already got that file, but how can you make the actor follow the path on a consistent speed? just like this one

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    This may be over-complicating things but I think you would need to interpolate the x/y position to the next x/y position while using the distance (magnitude) to the next point as a formula for the duration of the interpolation.
  • ApprowApprow Member Posts: 703
    @tatiang I already thought that would be the solution. But I tried a lot and cant seem to figure out the math for this behavior. Maybe it sounds not very nice but can you write a code that will work? I'm clueless
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    edited April 2013
    ///
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    @Approw I believe you take the two positions x1,y1 and x2,y2 and divide the distance between them by a constant.

    Interpolate [x1,y1] to [x2,y2] duration [magnitude(x1-x2,y1-y2)/[pixels per second]]
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    edited April 2013
    Can't you just do Move To the new position and give it a speed?
  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881
    Are you looking for Orbz' Waypoint example?
  • ApprowApprow Member Posts: 703
    @tatiang what are you trying to say? I tried move to, but I just dont know the math to calculate the speed that it needs to be concistant.
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    Now I'm confused. Do you want the actor to move at a constant speed between waypoints of any distance or do you want the actor to take the same amount of time to reach a waypoint of any distance?
  • ApprowApprow Member Posts: 703
    @tatiang the actor needs to move at a consistant speed. Take the game flight control for example. It doesnt matter how far the waypoints are, the speed just needs to be consistant
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    Okay so that's why I suggested setting the speed via a "constant" (a number). If you want the actor to move at 100 pixels per second, you would enter 100 as the speed in the Move To behavior. For the x/y values, you would enter the position of the next waypoint.
  • ApprowApprow Member Posts: 703
    @tatiang thank you very much! the only problem now is that the table values are updated every 0 seconds. so when it moves, it's not accurate to the waypoints because it doesnt have enough time to reach the first waypoint. so for example its traveling to watpoint 1, but before it can reach waypoint one its already going to waypoint 2 and so on. This is in the project from Tshirtbooth btw
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    You need to have a condition that says when the waypoint is reached, increase the waypoint number by one and then move to the new position (e.g. TableCellValue(tableName,game.waypointNumber,1).
  • ApprowApprow Member Posts: 703
    edited April 2013
    @tatiang it kinda works, but its buggy and choppy sometimes. Can you make a sample file that works in the way you explained it to me in Tshirts booths demo file?
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    @Approw I don't really have time to make that demo but have you checked out ORBZ' Waypoint demo that @RThurman posted?
  • ApprowApprow Member Posts: 703
    @tatiang yes I have, I was able to make it work, but that technique was based on spawning. So its not not optimal of you have multiple actors moving on the screen.
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