feeyo's Forum Posts

  • 3 posts
  • I'm trying to build a system that creates an isometric grid from a 2D grid. That seems to be working correctly, however the Z values are incorrect and need to be sorted from bottom left to top right. I figured a For Each ordered by X axis with a move to top of layer action would suffice but nothing happened.

    So I decided to test the For each loop to see if it was finding the newly spawned blocks. This was supposed to count the number of blocks it found and print it so I can see it found everything. But the for each either isn't running or doesn't find anything.

    Does anyone have any idea on why this isn't working? I'll put screenshots of the code and layout, and a copy of the project below.

    Project File

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  • So I think I have this working more or less the way I was searching for.

    The solution I came to adapted dop's advice with the states and and idea I had about dropping/replacing a marker every x seconds at the player's location and having the enemies move toward that. The enemies spawn in an "active" state and move toward the marker. Then if they see the player, they move toward them constantly and the marker's position constantly gets updated to the player's location. If they drop LOS, they go into a "searching" state and move toward the marker. I'll drop a screenshot of the event sheet in case anyone has a similar issue later.

    Thanks again dop!

  • I am trying to make enemies ping a player's location every few seconds if they are not in line of sight and move toward that location. If they are in line of sight, chase the player until they lose sight again. I've created some instance variables that reference player.x and player.y thinking that would capture those numbers at the time the enemy is created or loses sight... but it seems to instead just reference the ongoing variable of player.x and player.y.

    Does anyone know of a better way to do this?

  • 3 posts