Erndog2k's Forum Posts

  • Nimtrix

    Hi thanks again for this, I have one problem tho I cannot figure out how to delete individually the objects on the Army Guy Enemy, Once enemy health reaches zero from collision with gunshots. If I destroy it clears all off the screen.

  • Kyatric

    This is just pure Awesome "Complex AI, Dynamic Aim within Range" Thread

    scirra.com/forum/topic54735_post342167.html

  • Well, that took a while. <img src="smileys/smiley17.gif" border="0" align="middle">

    AI_DynamicAimWithinRange.capx (r99)

    Anyways, I think it's pretty stable. I haven't commented a lot, but just ask if there's something you don't understand.

    Edit: Oh, I didn't bother with destroying the arms, I don't think there's much to gain there to be honest. Would probably be more performance-heavy if you spawned and deleted them all the time than if you just leave them. You can do that yourself though if you want.

    Pardon my language but No F'n Way lol, You are my Hero. It works so good. I'll comment back if I cant understand something. I think you should up it to Examples also.

    Thank you so much.

  • Nimtrix

    Sorry I'll explain everything ok.....

    1: Enemies Must walk when player out of range.

    2: Enemies must be able to aim dynamically up and down,

    within 90 degrees roughly, so they dont aim to far down and to far up.

    3: Since it will effect performance I want the enemies to spawn the arm used to aim at player. (Edit) not needed.

    4: the arm needs to destroy immediately after player out of range, of certain enemies but stay spawned on another if in range still. (Edit)not needed.

    5: that arm needs to mirror properly wen enemy is aiming mirrored.

    6: Enemies need to know if player on left or right side, and turn accordingly

    I think that's about it, lol. The Capx should give a rough example of what I want.

    Good luck I'm stumped.

  • EDIT

    I thought impossible, looks like Nothing impossible. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • <img src="smileys/smiley1.gif" border="0" align="middle">

    I am having alot of trouble getting my Ai to work just right, I've got alot done just theres some performance and bug issues I cant figure out. I provided a few comments in there to help with figuring out what does what quicker.

    Here's my Capx

    dl.dropbox.com/u/65622728/AI%20Help.capx

    Quick Link to above

    <img src="smileys/smiley1.gif" border="0" align="middle"> <img src="smileys/smiley1.gif" border="0" align="middle"> <img src="smileys/smiley1.gif" border="0" align="middle"> <img src="smileys/smiley1.gif" border="0" align="middle"> <img src="smileys/smiley1.gif" border="0" align="middle">

    issues

    Arm wont destroy when player out of range

    Arm wont mirror properly

    when enemy's are shooting at player performance drops

    on left side Ai gun wont go above 200 degrees but on right it wont work

  • also like background, also like if you think you cant reach a ledge hitting crouch gives you some leeway, its like a dive forward.

  • I like the portal/door style reminds me of Kirby back in the day, also the trees drooping down is a nice touch.

  • you can use multiple layouts with the same Event sheet.

    and yes... you will have to set up alot of variables to pull it off.

  • <center>Butterball WIP</center>

    <font size="3">Play Game WIP Link Here</font>

    <font color="red">Controls:</font>

    (Also in main menu Options)

    WASD/ZQSD/Arrows = Jump,Move

    Shift or R = Reload

    Space or Right Click = Shoot

    Hold Shift Forward Forward Jump = Slo Mo Dolphin Dive

    Hold Shift Jump = Slo Mo Jump back

    *Scroll Mouse to set Camera close or far.

    Please make sure 100% browser zoom is ok.

    <font color="red">Draw/Holster Pistols</font>

    < > or 1,2 to Draw/Holster pistols

    Releasing Shift or doing any other action will cancel SloMo, You must have pistols drawn to engage SloMo actions.

    esc = Pause

    F1 = Full Screen

    Dev stuff:

    Hold ? or / = Dev View

    <img src="smileys/smiley1.gif" border="0" align="middle">

    <center>Butterball WIP</center>

  • Global Variable: ShakeVar: 0

    Shake by N7Effect, on Flickr

    Ex: every 0.01/(Everytick) seconds: Animation playing "Shoot"

    Set "ShakeVar" to Random(4,5)

    Just change the random numbers to your liking <img src="smileys/smiley2.gif" border="0" align="middle">

    My way is the best and easiest so far with the easiest customization.

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  • ? as I can make a timer for layer

    terminer when the player having the total time played,

    and the time spent by each of the layers?? <img src="smileys/smiley1.gif" border="0" align="middle" /> <img src="smileys/smiley1.gif" border="0" align="middle" />

    Use the for every second event and a global Var

    Ex:

    Global Var "Timer"

    For every 1 second: Add 1

                        to "Timer"

    "Timer" you will reset

    so Create another Var to store the Timers count before the end of each level.

    This also works with holding your Score.

    Ex:

    Player collides with "End Trigger"

    Add "Timer" Var to "TotalTimer" Var

    Set "Timer" Var to zero

    Then proceed to next level/Layout

    Ex: display;

    Every Tick: Set Text

                to: "Timer: " & LevelTime

  • You clearly didn't check the capx. I'm already doing this (although counting down instead of up), and it doesn't work properly for some reason.

    I don't have to check I know it works lol

    x2jump2 by N7Effect, on Flickr

    This is actually a quadruple jump since the group doesn't start till first jump.

    Make sure on landed or isn't jumping or whatever means make Doublejump Variable zero again to repeat.

  • Set a Ver to player lets Say "jump"

    Wen platform jumps "W is pressed" add 1 to variable

    if Variable is Equal to 2 or less allow platform to jump

    wen platform lands set Var back to 0

    So the player will not accomplish jump past 2 additions of.

    hope this helps. <img src="smileys/smiley1.gif" border="0" align="middle" />