Aher0's Forum Posts

  • I am working on a dungeon keeper style game.

    I don't have problems with AI or multiple instances

    I have a claim tile, digging and a build system, where im happy with lairs and hatchery.

    However i want to now make a training room. Ideally with code to compare surrounding tiles to deem room size. like 2x5, 3x3, 5x5

    for example, if room size is 3x3, then create a training tool (if u have played dungeon keeper, im sure you'll know what i mean).

    also, anyone know an easy method to change tiles when connected (like rpgmaker with grass connecting)

  • I'm using tilebackground set to an Array so i can implement a save system on a build screen

    I have added a rotate button so corner pieces can be rotated. However they are rotated on it's X point (set to 0 I assume) And ends up rotated into a different cell.

    /// /O/ //0 ///

    /0/ /// /// //0

    /// /// /// ///

    I tried adding and minus-ing X and Y values, but it always rotates from the same point in a different location.

    Also, will my Array save rotated images? would it be simper to just add pre-rotated tiles? :/

  • this makes a lot of sense, thank you very much

  • and spell apparently. . .

  • my question should be better sorry, its hard to phrase

  • no, it is conditions to where a tilebackground, single image, should be placed. replacing the current one. like rock is broken, now its land.

    Is it possible to save a layout as an image in game? using an Array? or something. I have been looking, but if you know of a tutorial it would help.

  • If i have a tiledbackground(not tmap) and have buttons on a HUD. Upon button tick, change tileset piece

    • upon clicked

    :- create tileset2 on position tileset1X.Y origin 0

    :- destroy tileset1.

    this would leave almost unlimited customization. But

    could I then SAVE this layout as a single image. to be used as, a spaceship?

    It could be like a shop where you can add guns. (if tilesetGun.totalGun [tilesetG on creation +1 to I.V totalGun]

    Shot Damage = GunP (designated to the tileset) * totalGun

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • im trialing a dungeon keeper game. AI for imps (dwarfs in my case) has given me the same problem.

    I set a view sprite in front to check collisions, left and right view sprites to check gap openings. (its not a platformer) he might walk a few circles but he'll get there...sigh, im trialing "angled" view spites atm so it wont hit collision until after passing a wall. (turns too quick and doesnt get a straight angle atm)

    if i set a destination for AI via a click he just plows into a wall. sigh, whats the point of a path finder if it sux.

    I trialed waypoints on claimed land, to no avail... seems to cut off and restart..

    Sargas has fine logic, but no programming explanations. might as well have a flow chart saying (decide if want to go to shops) (if yes) (go to shops)...

    my planning is not with jumping however. surely, if all you need is for that sprite to reach its destination, bullet movement to the left, with a everytick position to pin a view sprite. on collision (view sprite, overlap was better) with wall change angle 180' if view sprite overlaps wall(solid) jump (or on "platform jump"ect) . finaly. on destination set bullet speed to zero. or set bullet angle 180' and add the bounce off affect to the bullet, so on returning and jumping against left wall the bullet automatically changes direction during jump.

    note! view sprites must be set to angle themselves based on player direction (or just apply the same ' the AI sprite takes everytick

    i have questions, but i keep getting new problem solving ideas... sigh.. it usually ends up in a messy layout. when i can post things I will show an example... just don't want people stealing it lol.

    ps: i can understand me, if you cant, i can re fraze it and add a screenshot of my example