Anthracite's Forum Posts

  • The game I am making is a top down dungeon crawler, and I have an enemy that has four directions.

    It has pathfinding and Line of Sight on it

    However, I'm really struggling to understand the cone of view and what direction the enemy is looking when the capx is ran.

    I know I'm being an idiot!

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  • With the help of a kind forum user I've now got the line of sight and pathseeking mechanism we need working beautifully. Thank you!

    In essence it's a single enemy patrolling around until it sees you, then it gives chase until you either kill it or hide from it. If it can no longer see you, it looks around for a bit and then goes back home.

    What i'd like to happen is that similar sprites nearby, that may not have seen you to take notice of the alerted sprite and move to the hunting mode automatically?

    Many thanks!

  • Hi there,

    I've followed a few tutorials on here but none seem to do what I'm looking for ...

    So we have the Player, an Enemy and an Obstacle.

    What i'd like to happen is this ...

    If the Enemy has line of sight to the Player he starts to hunt and finds a path.

    If he continues to see the player he will chase the Player

    If he can no longer see the player he will move to the last point where he could see the Player, a timer counts down and once reached, if he can no longer see the Player, he'll return back to his original location.

  • I'm having a little trouble getting revolute points to work properly, I'm sure it's something I'm doing wrong but despite reading guides and following example capX's I still can't get it to work.

    In my editor window I have these three objects places underneath each other - Spaceship, chainlink1, chainlink2

    My event sheet looks like this

    However when the game runs I get this

    Why do they all of a sudden move down the screen when the layout begins? It seems that the distance between the objects grows as I move them up the screen and they don't 'stick' to each other in a similar fashion to a chain.

  • blackhornet thank you, thank you, thank you! Completely solved it.

  • Hi there blackhornet, thank you so much for responding - this looks pretty much spot on. Could I be a pain and ask for a screenshot of how that would look in the event editor so I can wrap my head around it a little better?

  • Sorry for the truncated subject line ...

    Basically I want to set a numeric variable on all instances of a sprite when all instances of the sprite have a certain variable set ...

    For example, two objects are moving back to their original positions on the screen. When they arrive at their original positions they set their instance variable "phase" to 4

    When all of these sprites have 4 as their "phase" variable I want to set all of the sprites phase variables to zero.

  • Hi there jlennon38, thank you for posting this but unfortunately i can't access it. Could you possibly make it available again?

    Many thanks!

  • They say a picture is worth a thousand words ... i'm looking to achieve this effect where enemies & some projectiles are made up of balls connected to each other.

    https://youtu.be/43VliN72xWY?t=13s

    How do I achieve this effect for the boss's bullets?

  • Thank you! Perfect! (can't believe I didn't think of that one!)

  • So, I have a family called 'Projectiles' and a rule which states that when a projectile touches a platform it gets destroyed. All of those projectiles are set so they can not bounce off objects.

    However, I have a new projectile I wish to add to the same family but this one *can* bounce off walls. How do I alter the rule that destroys it to check to see if the bullet is allowed to bounce?

  • Thank you so much! Brilliantly explained!

  • Thank you for responding and insanesnake

    Yes, and this is what happens for me ...

  • Hi there, thanks for taking a look ... this is more of a 'wonder if i could'

    So I have a family called 'Enemies' and within that grouping there are 10 Objects, all Sprites and all of them have their own numeric instance variable called Damage.

    What I would like to happen is that if the player collides with a member of the Enemies family, it picks the object it has collided with and subtracts that object's Damage variable from a Global Variable.

    Apologies if this doesn't make sense ...

  • Hi there, i'm having real troubles with the tilemap object. I have created a tilemap that contains 32x32 tiles, however when I import that into Construct 2 (latest version) the tilemap selection tool shows a very strange offset. All offsets within Construct 2 are set to zero, and the height and width of the tiles is correct too. Here are some screenshots ...

    As you can (hopefully) see in the screenshot above there is, what seems to be, a 0.5 pixel offset happening. However the tilemaps were created on a strict 32x32 grid in photoshop and are 640x640 so are well within Construct 2's limitations.

    Here are the tilemap settings

    As a point of note, this is only seeming to happen in the editor. The actual game seems to be fine.

    Please help!