GamerDude96's Forum Posts

  • savvito123Thank you for your help! I appreciate it. The events are much better than how I had it set up. Thanks once more.

  • So, im working on recovery from wall damage and over time, the player recovers "health" from not hitting the walls. I got it to recover, however it's improperly recovering the health and skips the bars that's suppose to reappear to let the person know exactly how much health the player actually has. I made a demo of it and will provide a link for it as well. If someone could look at this and give some insight on this, that would be nice.

    dropbox.com/s/av6lg51qps7n1tx/gamezonetestwallrecovery.c3p

  • Very nice for a first game. I think you did a wonderful job making it and I played your first version you uploaded.

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  • Good afternoon folks, so the last update of my project was 3 months ago. During that period, I've been tackling the more difficult parts of my project.Such as High scoring, Enemy Ai, and fixing the alert system in the game (with some help on the alert part from the support team. Thanks!). Other than that, I've been working on the music for the game as well, cover art, setting up a FB page for game company, and of course a website for everyone to visit once everything is finalized. I won't be posting any pics of it this time because I already posted enough screenshots of them in my last posts

    https://www.construct.net/en/forum/construct-3/your-construct-creations-9/update-game-project-pt-2-148829

    https://www.construct.net/en/forum/construct-3/your-construct-creations-9/update-game-project-147944

    https://www.construct.net/en/forum/construct-3/your-construct-creations-9/game-progress-146235

    So the next update of it, I will show the cover art and will be announcing the title of the game as well. I also hope to post some videos of gameplay once I properly get the enemy to roam and chase after the player. Really, thats is the only major thing that's really blocking me from completing this game. Other than that, other minor things will get dealt with and wouldn't be much of a problem to handle. Anyways, I've gotten a lot done with most of the project that I wanted to work on and im proud of where im am with it so far. :)

  • Wow, nice game so far. It looks amazing and I like the haunting vibes of it. I don't really play dungeon rpg's. But if I did, I would defiantly give this a try. Nice work.

  • Alright, I will try that, using pathfinding to calculate path, and see how to imply the other behaviors to it if I can. Thanks for your suggestions and help.

  • Hmm, okay then, thanks for the clarifying cation. Can the Ai be done with bullet behavior or 8 dir as well for this?

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  • ArcadEd

    Got any tips or methods for enemy Ai chasing player and navigating through mazes while avoiding walls?

  • Im not using any tilemaps or grids for this. It's just solid walls, clearings and the player for the enemy to navigate through and chase. No check point markings either. Theres got to be some way to do this cause the demo shows how to use the pathfinding for enemy Ai on the site, it just that I need to find out how to use it to navigate around through walls in a maze and the demo isn't using none of the tilemaps, grids, point marks, etc. So, I know there is a possible way for this to work.

  • Wow, I had know idea this just got made. I seen a linked to this and checked it out. Im trying to get my enemies to accurately roam and navigate through mazes and as well, avoid walls. Your pathfinding demo helped me out a little and is thankful for you putting in your time to help out creating these demo's. That pathfinder is one difficult behavior to work with.

  • Hello everyone, so im on a difficult part of my project right now and it's getting my enemies to move correctly,navigate,roam and chase the player through the maze. Currently, I've tried a method that was suggested to use for Ai navigation and that is the Pathfinding behavior. I've gotten them to move and follow the player a bit, but it's not going exactly how I want it to go. They take a bit to pick up the player, and when they do follow the player, they go through walls and just really all over the place. I also did it with line of sight,but like I said, they're slow to pick up. Currently, im thinking of making my NCP's just use the 8 Dir Behavior to stimulate they're movements and just have them roam kinda like in the Eat Em up(PacMan clone demo). Maybe I can also use the bullet behavior for them and chase the player as well? Idk, but if someone can send some links of using these behaviors for enemies Ai then that would be helpful. I've also checked out this site https://howtoconstructdemos.com/category/enemy-ai/ which helped a little with the pathfinder behavior, but im not sure how to make the enemy avoid walls. Another thing I would like to point out is that there's not much videos or tutorials of teaching how to us it for enemy Ai's. It shows for the player, which is to use a mouse and click a spot, but not much for enemy use. Any help would be appreciated. I just don't know where to go with these Enemy Ai. Also, my notification keeps on giving me errors not allowing me to view my notifications. This been going on for a month and 2 weeks now. But anyways, hopefully someone has some alternative ways of doing this. The pic below is there to help see the idea of them roaming and chasing player.

  • Understandable, i made it to the stage where u have to wait for the platform to come to u and also as well dodged the trap also that goes back and forth . You can't jump high or u'll get killed from the spikes above u as u try to balance on the platform while dodging the movable trap. Probably stage 11 lol.

  • The Persist behavior worked. Thank you.