PLATFORMER: Enemy control with platform behavior

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  • Few days ago I made some examples that control the enemy with bullet behavior.

    Today I used the platform behavior that automaticaly controls the enemy with events to make an example.

    I learned that the main plus in using the platform behavior rather than bullet behavior is better control of a enemy with gravity who can move on solid objects and simulate movements like jump.

    Sudgestions and examples with other ideas for this topic are welcome!

    Example contains:

    -Basic description in eventsheet

    -Enemy with platform behavior is controled in eventsheet

    -Enemy being turned left and right by overlaping just one sprite

    -Enemy jump simulation to reach higher places

    File: dl.dropbox.com/u/5214903/GM/EnemyPlatformer.capx

  • This is great. Thank you!

  • Thank you for share it, it will be useful

  • Just what I needed, thanks Miu3. :)

  • I'm having a bit of trouble with this, I want the object that the enemy hits to turn around ("item" in your example) to be solid but the enemy doesn't turn if it's solid,

  • I'm having a bit of trouble with this, I want the object that the enemy hits to turn around ("item" in your example) to be solid but the enemy doesn't turn if it's solid,

    As i know, you cant really do collissions nor overlaps with solid objects. But you can place the sprite on the position where you want your character do the actions.

  • I've looked at several sample capxs and can't seem to get the behavior I want out of my enemy. I just want him/her/it to patrol back and forth in a particular area. I set up some sprites to act as collision points to make them turn, but it just doesn't seem to be doing what I want.

    Anyone? Thanks!

    http://dl.dropbox.com/u/6990704/test8.capx

  • I cheated on my enemies in space fantasy, i had some walk back and forth along the floor in a space game, i just at start made them walk so far using move to, then started a timer at a certain time they turn, and so on.

    Basicaly It just loops.

    <img src="http://i508.photobucket.com/albums/s329/tonycrew/spacefUntitled.jpg" border="0" />

  • I've looked at several sample capxs and can't seem to get the behavior I want out of my enemy. I just want him/her/it to patrol back and forth in a particular area. I set up some sprites to act as collision points to make them turn, but it just doesn't seem to be doing what I want.

    Anyone? Thanks!

    http://dl.dropbox.com/u/6990704/test8.capx

    Heres a fixed version with some explanation after hours of testing

    dl.dropbox.com/u/5214903/GM/test8fixed.zip

    My made examples are not perfect. They are just one of many ways how to make things but i hope this solves your problem

  • interesting stuff.thnx 4 sharing!

  • Thanks a lot, this will be very usefull <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Heres a fixed version with some explanation after hours of testing

    http://dl.dropbox.com/u/5214903/GM/test8fixed.zip

    My made examples are not perfect. They are just one of many ways how to make things but i hope this solves your problem

    The enemy minion degree setting is acting up in this example.

    See the rotation after it touches the invisible containment object.

    Enemy is literally turning upside down.

  • How to fix the turning upside down?

  • How to fix the turning upside down?

    I solved using this. Don't know if it's the best solution, but it worked:

    Enemy.X > Item.X = Set Angle to 180 degrees

                       Set Flipped

    Enemy.X < Item.X = Set Angle to 0 degrees

                       Set Not Flipped

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  • you can make just make a flip action... and ALSO make an unflip action... if you just want a left right thing its "Mirror" instead of flip.

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