Kumlin's Forum Posts

  • 9 posts
  • That doesn't work because if you use the movement I can't calculate how far I'm supposed to move it and then the game looks like it has extremely broken pathfinding.

  • I've been using the pathfinding behavior and I'm unable to figure out how to restrict the path to only having 45 degree increments. I believe this is the Manhattan algorithm and can be easily implemented if this is an A* system. If I'm unable to do that then how would I be able to fake it? I've tried setting different 8 direction walking animations to an object depending on the angle of rotation the object actually using pathfinding is currently set to, but the results look like crap. For example if a sprite is animated to look like it's walking at 45 degrees but it's actually moving at a 60 degree angle across the screen it's obviously wrong and very noticeable.

  • That is already enabled, good idea anyways.

  • This looks awesome good job!

  • Apparently I need reputation to post links so here is an image of the events in question.

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  • So far I've just been updating and adding features to the beginners tutorial. I'm stuck here scratching my head trying to figure out how to use the two joysticks on my xbox rock candy controller to correctly set player direction and player angle. I really tried to figure this out on my own but nothing is working how I'd expect it to. Here is the capx.

    If you have a gamepad remember you need to press A for the game to detect it for play. My goal was to create movement similar to that in any console top down shooter. Press R to restart and SPACE to reload your clip.

  • The Monster's speed is set when the new monster in created. After that, the monster's speed is not updated. If you want all monster's speed to update, you can use an event on Every Tick (either use the one already made or make a new one) and do the action: Monster > Set Movement speed > to MonsterSpeed. Since no particular Monster was "picked", this will apply to all Monsters. In the case where one was created, it also gets "picked", so the next action only sets the speed for that Monster.

    Thanks so much I can't believe I didn't realize that!

  • I'm still learning how to use this program so I've decided to just modify the beginners tutorial game. I have this problem where only the newly created monsters are having their bullet speed updated overtime. So if a monster spawns and I have monster bullet speed set at 110 then that's how it spawns while the ones already spawned stay at 80. Anyone know what I'm doing wrong here?

  • Just introducing myself here on the forum. I'm pretty excited to get started with this awesome game engine! What projects are you all working on? Anyone got any tutorials they would recommend for someone who is just starting out with this game engine wanting to eventually start work on a top down strategy game? Obviously I'm going to hit up the beginner tutorials but I'm sure you guys would know of some more specific tutorials I'd need later on down the road.

  • 9 posts