ephrisian's Forum Posts

  • The .capx link is in this thread.

    scirra.com/forum/topic68355_post420424.html

  • I'm not sure how to implement Families in the Free Edition. However I did start using the "For Each"

    The updated .capx is here: dl.dropboxusercontent.com/u/88974109/Skyrunner.capx

    Any assistance with optimizing the code would be greatly appreciated.

  • Significant updates to the game mechanics and animations.

    New levels are currently being created.

  • Thanks Gamer.

    As an added note you can play the game with the updated logic here:

    skyrunner.kissr.com

    I've actually updated the logic using something i saw here:

    scirra.com/forum/homing-missile_topic50171.html

    Here is the updated logic. It's somewhat working now.

    <img src="http://ephrisian-trial.kissr.com/enemyLogic_v2.png" border="0" />

  • Is there a way to possibly add logic to a single enemy instance and have them all act independently?

    This is a continuation of the following open questions:

    scirra.com/forum/topic55344.html

    scirra.com/forum/topic68306.html

    I can't get the enemySprite to act differently per sprite. They all react the same way.

    Here is the logic

    <img src="http://ephrisian-trial.kissr.com/enemyLogic.png" border="0" />

  • I was wondering if by chance you figured this one out. I'm still trying to figure it out myself.

  • I've made a few changes and implemented this logic into my larger project. However, I can't seem to get the "action" variable to stick to just the unique enemy instance that I'm within range of... it seems to change the "global" variable for all of the enemies.

    You can see the larger project here: skyrunner.kissr.com

    The .capx is here: dl.dropboxusercontent.com/u/88974109/Skyrunner.capx

  • LINK: skyrunner.kissr.com

    It's still in the early stages, but since I've already posted the .capx I figured I'd post the game itself in a playable form.

    I'd like some feedback on this initial level. I know that some tutorial screens and explanations of the controls would help and those are coming.

    For now:

    Wall Jump Controls

    on Gamepad, Press A when again a wall

    on Keyboard, Press the opposite direction to jump off

    Teleport Controls

    on Gamepad, Jump and Press X to teleport

    on Keyboard, Jump and Press X to teleport

    Weapon Controls

    on Gamepad, Press B to fire

    on Keyboard, Press Z to fire

  • Alright, I just realized why I didn't use the else function. It's because I have multiple instances of the enemy and I can't get them to act independently. I'm going to ask that this topic be moved to the "How do I..." section by any moderator that can do me the favor.

  • Thanks Zenox, that did fix it. I'm still not quite sure why though. I'm assuming that it's doing both actions, but the second option isn't true in that specific instance.

    Either way, the else function worked just fine.

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/88974109/Skyrunner.capx

    Steps to reproduce:

    1. Simply watch the game play out.

    2.

    3.

    Observed result:

    The enemyBox does not honor the collision with the enemyHolder

    Expected result:

    The enemyBox should change directions when colliding with the enemyHolder.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Windows 7 no SP

    Construct 2 version:

    v132 Free Edition

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  • Hello All - I'm attempting to finish the logic needed for the following project: dl.dropboxusercontent.com/u/88974109/enemy_LoS_example.capx

    You can try the game here: ephrisian-trial.kissr.com

    As you play it, you'll notice that the enemy does the following:

    if -> detector IS overlapping player && detector IS NOT overlapping tiles

    |

       -> enemy follow player

    if -> detector IS overlapping tiles && IS NOT within origin

    |

       -> respawn at origin

        

    However, This is not the ideal situation. I'd like to enemy to follow the player even though the detector hits a tile, but only for a few seconds.

    if -> detector IS overlapping player && detector IS NOT overlapping tiles

    |

       -> enemy follow player

    if -> detector IS overlapping tiles && IS NOT within origin

    |

       -> wait # seconds

       -> return to origin

    As you can see, I'd like to have the enemy sprite set pathfinding back to it's origin and then follow it. However I have not been successful with that.

    Any help is greatly appreciated.

  • To start, it's pretty awesome! I love the quick action and especially love the range of weapons. The AI is also really challenging and gives the feel of being an actual player hunting you down.

    Feedback:

    The tumble controls are a little choppy since the action reacts on the 3rd key press at times. Did you make it "On release"?

    Personally, I'd remove the double tap "roll" function and maybe make it a different key in order to allow quick movement without sudden jolting of the sprite.

    As I play it I'll add more feedback.