Excal's Forum Posts

  • Bump, anyone?

    I'm currently thinking of pinning an invisible object at X distance and at some angle away from the ship's current angle when it turns to fire at the player. The ship would then move towards this invisible object when not firing.

    Anyone else have ideas on how this would be implemented?

  • Do you build these prototypes in C2?

    I ask this to all 'prototype services' because if it's not in C2, the prototype itself is not much value to me as an indie.

  • This is part how-to, part discussion and theorycrafting on AI.

    The built-in pathfinding AI is excellent for finding a path towards a point, but I would like to delve a bit further into AI behaviors that can be created from this. In particular, I am aiming to construct an enemy that rotates towards the player, fires a bullet, then rotates to some other direction and moves, and repeats this behavior. This is more advanced than simply having pathfinding move the enemy towards the player.

    The main issue to deal with is dynamically generating a 'move point' for the enemy that is not in the current path of the player. Not being in the current path is important, otherwise the enemy will be moving to be shot by the player (dumb AI). One implementation of this I can think of is drawing an invisible line in the direction of the current player angle and seeing if the proposed 'move point' intersects with it, but this could be costly in terms of performance.

    For the other aspects of this behavior, pathfinding takes care of finding a path to the desired 'move point', and instance variables can handle the timings of the rotate-fire actions.

  • I'd like to piggyback on this, although I will admit I am not too familiar with how C2 handles large scenes.

    A lot of modern 3D game engines have portal-loading, in which the next part of a map is loaded once a player reaches a certain zone. For example, if a player gets within 200 meters from the next zone, begin loading the next part in the background. Does Construct 2 have a way to do this, or is this already handled in a much more efficient manner?

  • Sure!

    SpaceGame.capx

    Not really stripped down, but the only relevant part to look at is the EnemyHandling group.

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  • By invert the collision, do you mean check if the player isn't colliding?

  • [url=https://www.scirra.com/construct2/releases]https://www.scirra.com/construct2/releases

  • I don't think so.

    Setting them all manually is a matter of copy/paste, right?

  • How does position checking work with behavior such as pathfinding?

    I have a variable that is supposed to be set to 1 when the enemy gets close, but my debug textbox (updated every tick) shows this is clearly not happening.

    <img src="http://i.imgur.com/4exRtRp.png" border="0" />

    <img src="http://i.imgur.com/BAhfm1S.jpg" border="0" />

  • Do you develop in C2? Just wondering, because any prototypes you make that I find fun are ones I would want to further flesh out, and I wouldn't want to pay you and then recreate the prototype in C2 when I could just make it in C2 myself.

  • james, I think he is asking how to tell whether his app is running on Android or iPhone...

  • Thank you for the clarification!

    I get to be the test pilot for your plugin's iOS capability? D:

    Has anyone else ever made a multiplayer-capable iOS game with C2? I'm curious as to what tried and true options there are.

  • All I can say is wow. Thanks a lot for sharing this!

  • You should also provide a link to the game you made that features this effect in action ;)

  • I don't want to see Construct 2 move to 3D until 2D games stop being commercially possible, which may be never.

    C2 is the best 2D games authoring platform I have worked with to date. If I want to move to 3D, I will use Unity (which is not very good for making 2D games, by the way) or some other engine dedicated to 3D.