heyguy's Forum Posts

  • I would give your enemy a bullet behavior and work with that. I'd create an invisible collider and place one right above your enemy and another at the bottom, where the enemy hits the ground. The colliders will set your bullet to disabled and change the bullet angle of motion. Have the initial state of your enemy bullet behavior set to disabled.

    When the player is within LOS or reaches the trigger, set your bullet angle of motion to 90 and enable bullet. Have the colliders set your enemy bullet to disabled. So when the brick hits the floor, it stops. There could be many ways to make your enemy go back up. For example, maybe have a separate collider for both the bottom and top. The bottom collider stops (sets bullet to disable) the enemy on collison for X seconds, sets bullet angle of motion to 270 then set bullet to enable. Top collider just sets bullet to disable and sets the bullet angle of motion to 90. Hope this helps!

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  • [quote:3tbw1f3n]What you want is: On collission with platform/walls: move in a total other way then the sine behavior dictates.

    Conclusion sine is not suitable to continue the new movement, can as well dig sine all thogeter.

    Why not use the bullet behavior ? Let it bounce. Or give it a new direction 'on collission' ?

    You cant let it go left and right based on the 'distance traveld'. Or change its direction when it overlaps invisible boundary objects.

    Thanks! Yes, this could all possibly work. I will look into this further. If I do go this route, the enemy behavior will change significantly than what I intended. I'm afraid that using a bullet behavior would be too complicated for me to create what I'm trying to create.

    So I want the jetpack enemy to move back and forth around the player in a random-y sine type effect. Check out the gif above. I'm just not sure how I would be able to create such random movement without a sine wave. I cant imagine the combination of events and my math sucks. Having the enemy sine around in random pattern through bullet angle of motion math events sounds like a nightmare.

  • Thanks! How would I go about creating this sort of "random" flight pattern though. I can code a simple 8 dir enemy that moves in whatever certain direction but how do I create an enemy moves in this wild random flight pattern? This was the reason why I used a sine wave since I wasn't sure how to achieve it any other way.

  • Tekniko Gmoney Thanks a lot guys! This helped a ton! So I modified my throw events to work more like Gmoney's capx. Will modify this further with added functions, added variables and other goodies. I want items you can throw to be used as weapons, for puzzles and other sequences. This pink box specifically helps you reach a higher platform but this other throwable items can also hurt enemies as well.

    So the throw works nicer but I now have a bug where eventually my character will start throwing the object in the opposite direction or just get stuck throwing it in one direction. Sometimes this bug will happen immediately, sometimes it'll take a few throws. Here are my events.

  • martdsam Thanks for the quick responses! I did put a solid on the sprite. It would still go through the tilemap. So the idea was to create an enemy ai/pattern that looked like this.

    Here's my attempt.

    Sine seemed like a good idea at the time. I kind of like the way this works. I just wish the sprite didn't leave the layout or fly into other rooms. Also, the way the player "clicks" into the sine movement is a little jarring. Still, this was pretty easy to create and I think it makes for a semi-interesting enemy pattern. How would you guys recommend creating an enemy that would jetpack around in the air? I haven't tried giving this a bullet behavior to bounce off walls, will try that next. Thanks!

  • Hey all! Basically I'd like to find a way for sine sprites to bounce off solids or tilemaps or collide with them instead of just moving through them. Is this possible? I created an jetpack enemy that patrols on the ground and starts to fly in the air when attacked. Sometimes he'll fly through the tilemap into another room or even off the layout. I have some other simple AI behaviors involving sines so I'd like to find a way for some sprites that have sine behaviors to not be able to go through solids or tilemaps. More importantly tilemaps. Thanks folks!

  • Not sure I'm savvy enough to answer your question. I did find this on the forums the other day. Maybe it can help, good luck!

    https://www.dropbox.com/s/o2bgdu1zw5t6d ... .capx?dl=0

  • No problem, glad it helped!

  • Here, take a look at this capx. Maybe it'll help you out.

    https://www.dropbox.com/s/uspynnldbvr0s ... .capx?dl=0

  • Hello all! I'm trying to create a simple pick up and throw system. I made one but I'm having some issues. I also have some general questions about making a large game and C2 if any can help.

    My problem: My player is throwing the box at downward angle. I want it to look like some simple NES looking throw. Something out of Duck Tales or Mario 2. I can't get the time for my events right. Am I doing this the right way? Also, how do create a pick up movement or animation, set moves the box from the floor to above the players head?

    General questions: I plan to have many objects you can pick up. How would I do this? Would I make a family called Pickables (or whatever) and add all the sprites I can pick up in it? What if I wanted to make each Pickables to slow down the player or be thrown at a shorter or further distance? I know I would use a instance variables on the objects but how would I go about coding this? I know how I would manipulate travel distance and player speed for each pickable. How can I code this for family and the most effiecent way? I'm having problems understanding when and when I shouldn't use functions.

    Thanks for looking at my post!

  • I absolutely look forward to your capx too!

    I would recommend you use the search function and search for combinations of words like "beat em up" "2.5d platformer", "final fight" , "double dragon" and things like that. Search back 10, 20, 30 pages back! You can find tons of awesome topics and capx examples. I found a couple of different interesting capx examples of beat em up type games today. One day I'll make a 2.5d brawler and I'm sure these examples will be great to research.

    https://www.dropbox.com/s/azbhlned0ya7i ... .capx?dl=0

    https://www.dropbox.com/s/10uudzw0vfmfu ... .capx?dl=0

    https://www.dropbox.com/s/lt2hcm52a8e3s ... .capx?dl=0

    https://www.dropbox.com/s/o2bgdu1zw5t6d ... .capx?dl=0

    edit: whoooaaaa! Saw your 3D game and saw the capx. Amazing stuff! Are you planning on making a full game with this?

  • Hey all! Created one more zipline behavior for fun! This one is more like a rollercoaster effect! I eventually want to create something like the train car rides like in Donkey Kong Country. Or imagine a 2D version of Bioshock Infinite with the sky rails! I thought DK cannon barrels, ziplines and rollercoaster effects where all kind of similar in a way <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> Anyway, so I experimented a bit and I think I've come up with 3 relatively simple and pretty different ways to create movement along a path. I searched ziplines on the forums and saw someone suggested another way to create them. So I'm using bullet behaviors on the player with invisible sprites that change the bullet speed and bullet angle of the player. I'm using the pathfinding behavior, the rex spline behavior and the bullet behavior. I'm pretty happy with how this bullet behavior rollercoaster came out. Just need to add a reverse function now. I want to understand better the other behaviors too.

    Another poster provided me with a rex spline example and I'm modifying it for my purposes. I want to move the player along the spline path when they collide with the object that travels the spline path. When the player collides with the object, they'll be pinned to it and the path function will run. I'm having a few issues. For some reason the zipline object on the path moves right at the start of layout. When it's being ridden, the zipline will actually leave the screen instead of stopping at point B. I'm unsure how I stop the ride and "disembark" the player and end the function. Would a sprite that unpins the character do that? Here's a gif of how the spline behavior is behaving.

    Rotating barrel is still broken. I've added text to capx layout so people can differentiate between what does what and play with everything! Thanks for everyone's help so far!

    https://www.dropbox.com/s/yhsbxeiuz3350 ... .capx?dl=0

  • Aquanex2 So I've created another way to create "movement that follows a specific path". I'm using bullet behaviors with invisible sprites that change the bullet speed and bullet angle of the player. I experimented and came up with 3 different ways to create movement along a path. I'm using the pathfinding behavior, the rex spline behavior and the bullet behavior. Take a look at my capx! I'm pretty happy with how it came out. Just need to add a reverse function to it now. I'm not moving a "platform", I'm moving the player but I imagine it'll be easy to change.

    Gmoney I modified your spline example to suit purposes. I want to move the player along the spline path when they collide with the object that travels the spline path. When the player collides with the object, they'll be pinned to it and the path function will run. I'm having a few issues. For some reason the zipline object on the path moves right at the start of layout. When it's being ridden, the zipline will actually leave the screen instead of stopping at point B. I'm unsure how I stop the ride and "disembark" the player and end the function. Would a sprite that unpins the character do that? Here's a gif of how the spline behavior is working.

    https://www.dropbox.com/s/yhsbxeiuz3350 ... .capx?dl=0

  • Aquanex2 So I've created another way to create "movement that follows a specific path". I'm using bullet behaviors with invisible sprites that change the bullet speed and bullet angle of the player. I experimented and came up with 3 different ways to create movement along a path. I'm using the pathfinding behavior, the rex spline behavior and the bullet behavior. Take a look at my capx! I'm pretty happy with how it came out. Just need to add a reverse function to it now. I'm not moving a "platform", I'm moving the player but I imagine it'll be easy to change.

    Gmoney I modified your spline example to suit purposes. I want to move the player along the spline path when they collide with the object that travels the spline path. When the player collides with the object, they'll be pinned to it and the path function will run. I'm having a few issues. For some reason the zipline object on the path moves right at the start of layout. When it's being ridden, the zipline will actually leave the screen instead of stopping at point B. I'm unsure how I stop the ride and "disembark" the player and end the function. Would a sprite that unpins the character do that? Here's a gif of how the spline behavior is working.

    https://www.dropbox.com/s/yhsbxeiuz3350 ... .capx?dl=0

  • Hey Sumyjkl! Thanks for taking the time to answer my question! You ask very good questions. I'll have to find out things like the other peoples share of the revenue. It's 3 people and two of us (me and the designer/IP owner) are located in the same town so we can work on the game fairly consistently. I'll mainly work on all the art stuff though he'll make some art stuff. I'd like for the game to consist entirely of my art since I can create a better quality of work but that all depends on time and stuff.

    [quote:3cn2hxa1]...and how high that percentage will go.

    Do you mean our projected profits?

    I'm trying to find out more definite things like release date, production goals, early access info and more. I'm not sure if it's going to be available on beta or early access. Legal costs seems like the complicated stuff though I think we can get some help on it. I was thinking 25-30 % share would be fairest, with the third team member making the least share of the profit. The rest would be profit, legal costs and marketing costs for the designer/IP owner. The ip owner talked about restricting release only one exclusive platform which seems like a waste. It's be restricting all the people that can play your game. I can see the appeal though.