AbusiveChAoS's Forum Posts

  • i would need to know more for specifics on the pathfinding sort if you need halp with that but if you mean ai difficulty level you can use what i previously said and when player selects the difficulty level you set the min max of the random to be within the fields of how intelligent aggresive or effective they are probably based on the AH stats since that would impact their chosen results the most (lower bound rolls poor higher bound rolls strong using between values instead of straight greater than and less than compares)

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  • I've tried about 4 plugins and 6 methods of sign in but no matter the combo it doesn't seem to work or even attempt at a log in (the log box never shows) attempting this with cordova export and cocoon.io wrapping present build incorporates cocoongoogleplay with google play social api google play multiplayer api and google play iap api (also whitelist android installlocation and admob if it matters) events are as simple as touch object touches-sign in also tried a global var fire/time firing but it either never did a thing or fatald from infinite fires if i could get the sign in box to at least show that would be progress

  • the best way i can think is make an on start of layout event which has each object listed with enable collisions- disable

  • expanding on ninos personality build i would add a sort of needs order/preference depending on the goals of your game (kind of like a rts ai order to build in) which if its a very open ended type of choices you could add heavy random with a global variable+floor(random(x,x)) with an event that sub events with each number you want to check condition system-between values-global var lower bound 1 upper bound 2-action result and then repeat for each number roll possibility with a new sub event

    otherwise if its specific with personality in mind you can have a 50/50 roll that uses a number random as well as takes their specific traits into account (in order to have them act closely to a strategic playout with higher randomness) if 50 or below and trading is greater than expanding conditions subbed to the roll as well as the greater than and 2 for expanding greater than as well (at that rate id have a reroll function or 1 point random bumb to trading and expanding in case they level) this would basically give them 4 choice options or even more with a build order/needs order

    id also make a check to see what each ai is lacking and requires the most as part of the build/takes into account the auction house pricings to determine its best course of current action and then after deciding what its after rolls off of the 2nd set up in a list for each need meaning id have 8 lists with 4 options per personality amounting to 320 options per turn with 10 personalities and 8 resources

  • roracle you can do all these types of scrolling in two ways

    1. give everything a bullet and a specific speed while its disabled initially make sure it all has the same speed (this can get real laggy here if you are talking world maps so option 2 is probably best) once player reaches the edge of the x,y that will always be the same locations you freeze frame enemies and player animations and turn all bullets on until they either reach a bullet distance reached or a dummy object on each side of the screen reaches the other and then resets x,y/distance youd also need to set the angle of motion for each direction

    2.put dummy bars at the edges of your area and one in the center then update their location each scroll which will happen when colliding with unit say northscrollbar collides with link center object-scroll Y-33 north bar scroll Y-33 (and the other 3) wait .2 seconds repeat until you reach the size of your canvas making sure you have scroll to on the center and do the final scroll to be exact to canvas

    should be 1/4th the work for sotn/megaman

  • apparently the only way to get google play games social api and appodeal to compile together is to fork one of the two files com.google.android.gms libraries to the same version as they both run a different version of it (it was said forking appodeal makes the game turn black except for the banner)

    so to fix this issue i was wondering how i go about forking these files (how to open the plugins and modify them)

  • As far as i can see there is no way to

    check users inventory-there is a check inventory with a callback but no way to condition/react to it or receive information if theres anything there

    confirm if a purchase succeeds-just a purchase function with a callback meaning if you set callback 1 to credit what was bought and a touch confirm that actions purchase item kong brings up a dialog which you can x and the purchase callback of 1 fires to credit

    item charges decrement action-i imagine you would set a variable off of the inventory charge count if there is in fact a way to get info off of it but im not seeing one (not using this function)

    is there any way around the strange shop set up or am i just dum :I i would imagine others having the issue but i see nothing on it from scirra/kong

  • dropbox.com/s/vtekdp8nnfbmlwc rougelikerunner.capx?dl=0

    everything seems to run fluidly except that as in the capx after a few spawns and occasionally afterwords the platform is no longer seamless and reducing the X spawn or sizing wont fix it my best guess is that the solid forces it off although it would not explain how the others stick together

    Turns out there was a platform about 5 X to the right after dropping it by 5 and the spawn by 5 it now almost works although there is still about 1 in 10 platforms occurring initially at 4400 distance and then again every 3200 distance that spawn with about a 1 X gap that is painfully obvious

    edit: strangely it keeps reshortining the url put a space in it

  • It was in fact the shift in the animation putting it into the floor a simple .01 wait did the trick thank you good sir

  • Simulate jump doesnt fire when it reaches activemode2 the numbers work on the debug mode and ive tried multiple ways of firing the jump however the shift to jump animation works as well as the shift to falling animation i get the feeling it might be a construct 2 inside code glitch as ive had many of those before that disallow the properties to function when fired in a very specific order

    imgur.com/f40RuLr

  • How would one go about displaying the heads up display to many different players at once (MMO) as well as keeping track of statistics that can be taken from layout to layout (inventory held, stash items, levels)

    For the HUD I currently have them on various layers using 0,0 parallax and visibility toggle I forsee it displaying for all players instead of said manipulator is there any way around this?

    Can stats be done globally somehow or would you optimally store the information using some form of web storage?