lionz's Forum Posts

  • Yes with level specific global variables. Or if there are a crazy number of things you can collect then storing in an array would also work.

  • It's a global object so you can access it everywhere. Check out Array in the manual.

  • So it's super fast when you disable mobile advert ?

  • You can do a more data-driven style using an Array where each row is a possible type, you can add a 1 if it has been discovered, keep it at 0 if not

  • TargetUID is the expression used to get the UID of the turret target, from here you can pick it for use in events.

  • Try different conditions linked to the movement controls, on down key pressed you do +10 to the Y, if you press up it's -10 on the Y and might catch the tiles.

  • No problem with using pathfinding and LOS, I am referring to using LOS and a distance check. Maybe by distance you meant when they are out of range of LOS so it's the same thing? Then yes it should work, you can say when enemy does not have LOS of the player, Stop pathfinding. Feel free to post a screenshot of those events.

  • how did you create the rooms ? :)

  • Depends how you generate the rooms. If at the point of generating the room you can designate it a boss room then there you go. Maybe the way you generated them does not allow you to easily 'pick rooms'.

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  • There could be a better way but my approach would be to try PositionToTile where it would convert the player's position X,Y to a specific tile position, with which you can grab the TileID using 'Compare tile at' position. This should in theory give the ID of the current tile that the player is overlapping and then you can say for example if ID=1 play audio1, give it a go I kind of want to try it myself but too lazy to set up a tilemap :)

  • So the enemy is finding path in two different events ? If enemy and player are within a certain distance find path and also if the enemy has line of sight then find path. So you are saying that in your game if the enemy is a certain distance from the player but does not have line of sight, it will still move towards the player? I mean the design seems kind of convoluted, why not just use one or the other instead of both ? Your title refers to 'losing sight' only so maybe sticking with LOS is the better way.

  • Are you sure you released it in your own country? :D I would give it some time though.

  • How does the design of the game work exactly? Do you mean you click an enemy and it becomes a target and will remain targeted until you click another ? Do you mean you click an enemy once to deal damage but you are having a problem with overlapping enemies ? It's difficult to click more than one at the same time.

  • From my side I would design the game so it's impossible to get stuck, so the path is always ahead of the player. Getting stuck I would consider a bug more than trying to work out how to fix it if it happens to a player during the game.

  • Tick 'Rotate object' on the pathfinding behaviour then it will face where it is going i.e. towards the player