blurymind's Forum Posts

  • I tried using the alertmode variable in the family enemies instead of in the enemy object. All the enemies froze to disabled.

    how does the alertmode variable of the enemy family relate to the alert mode variable of an individual instance of an object from the family? Dont I need to set up some sort of an extra event which will constantly feed one into the other somewhere along these lines?

    It seems to me that is a sort of an ugly solution to something as simple as comparing a variable between two instances of an object. <img src="smileys/smiley5.gif" border="0" align="middle" />

    I am not being lazy here. I simply have no idea how to make your solution work.

    <img src="smileys/smiley19.gif" border="0" align="middle" />

  • i didnt really replace it completely yet. Just created a test variable instead. To move the alretmode variable to the enemy family, i have to also change it everywhere in the code where its a condition and where it is set.

    Will do that if I am sure that it will do something. But im not sure how to do it because not sure how it does it.

  • dl.dropboxusercontent.com/u/114119373/a-STUFFF/problem.capx

    so basically the green columns are sight blockers. I have two enemies- both patrooling in 2 perimeters.

    To test it, let the first one see you and then walk to the right until you push it past the green column where the second enemy's parameter is. The second enemy must also become alert when seeing his alert comrade somehow.

    thanks in advance <img src="smileys/smiley17.gif" border="0" align="middle" />

  • is there an example capx file anywhere to see comparing instance variables in action?

  • damn, I cant get it to work that way either. :(

    Something must be wrong in the way I am going it

  • is there a way to keep the animation code separate from the behavior code?

    :)

    Should I move the alert mode variable to the family and remove it from the enemy object inside the family?

  • the problem is that both enemies are the same object and I dont know how to tell construct to compare their instance variables.

    How would you do it with animation frame condition instead of family? :)

  • amily Alert mode = 4

    I cant access the enemy object variables through the family.

    They are not listed in the

    "compare instance variable" condition found in the "enemies" family.

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  • Hi, sorry if this is a noob question.

    I am trying to make a stealth game in scirra and sort of got stuck at implementing a feature where an enemy discovers another enemy that is dead.

    My enemy object uses line of sight behavior to see things.

    Their movement behaviour is determined by an instance variable which they all share -alertMode.

    Alert mode=0 - enemy is inactive

    =1 - enemy is patrooling

    =2 - enemy is alret and attacking

    =3 - investigating/ alert- looking for player

    =4 - enemy is dead (you need to hide the body)

    So we have two instances of the same object - enemy.

    One has alert mode=1 (patrooling), the other is dead (alert mode 4)

    How do I tell the patrooling enemy to change their alert mode to 3, when they have line of sight to a dead enemy (4).

  • spriter already has some support for construct 2.

    Spine has a nicer ui, but it's way more expensive for the pro version, and its limited in exporting

  • this is fantastic! And in so few lines of code too! Well done. You should put it up as a tutorial.

  • makes me wonder how they did it in Stealth bastards. Maybe whats visible is a shader. But whats happening under the hood is the engine is drawing a colision object based on angles.

    What I really need in order to use a shadow as a condition is a dynamic colision polygon, that mimics the shape of the shadow drawn by the shader

  • It's not good enough for the type of Game I want to use it in.

    The only shadow hacks that are half useful on construct 2 are here

    scirra.com/forum/another-waste-of-time_topic83212_post485669.html

    the guy is not happy with his solutions yet either.

    I think shadows should not only be a graphics shader. They should be a behavior (condition) that can affect gameplay.

  • I guess that sconstruct 2 will never be able to produce a game such as stealth bastards (made with Game maker Studio)

    stealthbastard.com

    I should look into learning game maker then?

    yoyogames.com

    youtube.com/watch

    their licenses are a bit more expensive though

  • hi and thank you for this. :) keep up the great work.

    Maybe one day someone will implement proper shadows as a plugin. Until then this is the best place in the entire forum on doing a hack.