Hypozonic's Forum Posts

  • I’m glad my brain can still problem solve, though I’d burned it out.

    The detector box does detect anything.

    Because I broke it (and yet my brain still causes problem) but it was spam killing it’s self, as it was detecting enemy in the box, all enemies are in family, so it self is seen as an enemy. I’m guessing it could just be a case of setting it up out side of family, assuming the variable ID doesn’t work, but it should do I imagine.

    Also, I think I may have to assign each enemy a detector box individually as assigning it to enemy family only seem to apply one to the game (I made it visible so I could see it) rather than to 1 on each of the 4 enemies...

  • Good morning all.

    I'm attempting to move all my enemies into a family.

    I've managed to get movements sorted out and "food" collection sorted, but this is where I am falling short.

    Instead on placing one of each of the enemies within the family, it is placing 3 or 4 of random colours.

    -> On start of layout

    -> enemy - set position to (random(7600), random(4200))

    It does set places in random, but not one of each.

    I also can't get the Enemy_detector to center on each of the enemies, instead it seems to either splat randomly on the layout, of as like a relatively equidistant spot between them all.

    With the event

    ->For each enemy(this is a family)

    ->enemy detector - set position to (enemy.x, enemy.y)

    And finally...

    How do I make a collision exclusion for each enemy within the family.

    so the detector doesn't' detect the enemy it is centered on...

    I'm thinking I may have to put each detector on each enemy separate to the family group.

    sorry for being a P.I.T.A folks... Theres only so much my brain can work out :/

    drive.google.com/open

  • I opened up my project few hours ago, and have spent past few hours doing my nut in trying to work out what has happened or what I have done...

    As the project name suggests its an agar.io style game... There for the obj_player should be following the mouse... But instead it has decided to travel by its self right, and get stuck in the effect I've got for when picking up the Obj_white_food.

    I've racked my relatively novice brain, and can't work it out.

    Seems all my events are present and in the same place.

    The stuff to do with the enemies at the bottom is a work in progress, and probably doesn't work, but I'll work that out once I've got to the bottom of the player movement issue. Just trying to transfer my enemyies into a family to cut down on my event list... Was beginning to get a little silly.

    drive.google.com/open

  • Yea I know my sheet is a mess, my technique is generally whack it on there, then go through it working out what can be consolidated into 1 event, kind of thing.

    I did try the usuing the enemy family as a way to detect enemies, issue I had was it was also registering the an enemy as it’s own enemy. So I changed it back to the mess until I had a solution.

    Advice is greatly appreciated dude.

    Thank you dop, I’ll go change that sort that out.

  • I can't seem to make my enemies shoot at me, no matter how I programme these plonkers, they always shoot in the direction they are facing...

    I have tried BulletAngleofMotion, Set angle towards and also set angle (i think it is called)

    no matter how I do it, i end up with the same result...

    Also, any idea why my enemies are 'teleporting' across the layout? I know I've programmed enemy_yellow to move pixels at random angle in cases of no LoS found, but teleporting across the layout is a little too far...

    drive.google.com/file/d/1KIgsLwpqEqtnrYpLzhd7IKuFH7SXa-Ys/view

    I've been working on enemy_yellow, so just ignore the rest of them. although, they too are teleporting.

    I want sort out 1, before a mass roll out to the rest of the enemy army...

    Thank you

  • Oooooooh, I got ya now.

    It’s usually quite late when I read replies. And brain just minced all the words up.

    Thanks Allan

  • That’s what I don’t understand.

    I’ve got the assets outside of layout, but I’m also spawning 1 of each colour directly below there respective asset.

    Along with the ones I have spawn event for.

    So I took a leaf out of your book, and figured I’ll just destroy them on start up, and that made them not appear up top, but instead I have 2 of each spawning at random locations around the layout...

    I haven’t physically placed 3 at the top, they’ve always just appeared there, or where ever I place the off screen asset, regardless of distance from layout.

  • Thank you Allan.

    You've helped no end.

    The detector is working fantastically.

    I'll get my head around these UIDs, doesn't look to complicated, Just a new concept I'll have to learn eventually.

    Do you have any idea why I am still spawning 2 of each enemy.

  • I set background to not solid and I’m getting light blue on heading straight to bottom, which could be as ya said, setting a path for the off screen food. But how to I make this not happen?

    I’ve tried setting food to solid but that still made food disappear. I set background initially to solid as it was only this I could do to stop food all destroying.

    It’s a case of have food that doesn’t all get destroyed, but have enemies that path straight to bottom, or have food that gets destroyed and enemies that kind of do what they are supposed too.

    I’m slowly but surely getting to grips with other stuff, but this issue has been like a cheese grater on my brain for a couple of weeks now.

    Sorry late addition

    I've moved the initial assets too top, and as you can see they are spawning below there respective initial assets...

    food is too left of layout, and nothing there at all. Enemies are at top, all three...

    I set obstacles to custom, so to force ignorance of the solidified background, thinking this would work. I have concluded that this is what is causing the morons to get stuck up top... they cant spawn on the solid background, so they are spawning slap bang below the initial asset.

    Also, why can player move freely around on it the solidified background?

    Holy fart bags, I'm stumped....

    drive.google.com/file/d/1Hd5XyLyh-0UQMkFKy8baHOTJWcT0ARFS/view

  • All my obj_enemy assets are going straight to the bottom, and I don't know why...

    As you can see, I have set all 3 to LoS with obj_green_food, yet they all just head straight down to the bottom, directly above their respective sprite... For the life of me I can't seem to work out what is going on with these morons!

    More Artificial Ignorance going on

    drive.google.com/open

    Also, I've probably done the link to the file wrong, so my appologies

  • haha, its all good, i feel like a beginner at least, seems like im getting stuck on everything.

    although, making background solid seemed to have solved my vanishing food.

    now just gotta try and work on the Enemy movement... or ArtificalIgnorance as i like to call it... buncha morons, just all move to the bottom left edge, and stay there, and i have no idea why... yet i know the LoS and Pathfinding works, cos i have an extra light blue enemy spawn in and goes around collecting his munchies... just, very robotically...

    morons, all on em...

    thank you for what you did help with, that disappearing food was doing my nut it...

    at least my screenshots on here for someone else to have gander at.

  • sorry missed a screenshot out... this is the third section of event sheet

  • Behaviours i have on obj_player are; Bullet, BoundToLayout and ScrollTo

    on the obj_enemy (all three): LineOfSight, PathFinding and BoundToLayout

    food has none.

    and the background is a "tiled" asset, 1 solid image, not tilemap.

  • I tried to link one, but failed...

    How do I do that XD

    Thanks

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  • my problem is...

    i am learning (or attempting to learn construct, I'm doing alright...

    what I'm not doing is knowing why after game start, the "food" just 'spawns' the disappears.

    it was working fine when each colour food was its own asset, 'eat' 1 "food", that "food" and only that one got "destroyed". But i had a brain wave to use 1 asset, but spawn it as different animations... but it doesn't even seem like anything has to eat it for it to be "destroyed", they just spawn, few second later they're gone.

    I'm at a complete loss a to what is happening.

    Only thing i can think of is I've been hacked by the troll that lives under the bridge and eats goats... But I imagine that is quite unlikely...

    Essentially, do i need to revert back to the 3 individual assets, or is there something I'm not seeing?

    Also, while I'm here with my... master piece? out there for all to laugh at, how do i make the we'll call it 'AI' the "loS" movement more... fluid? is it possible to eradicate the 'thinking' time between reached object and found another. Much like on the small game you may have heard of called Agar.io or something like that? *shifty eye face*

    I have looked for the first issue i have, but it seems very specific, so cant find a damned thing. the second, I admit I haven't looked yet, but though I'd through it out there

    My masterpiece is linked below (or should be) if it helps

    thank you

    Hypozonic

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    http://s000.tinyupload.com/index.php?file_id=01886728422132029915
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