LittleStain's Forum Posts

  • It will automatically spawn a new destination, because it is in a container..

    Manual on Containers

  • Well I tried it out, and It's really frustrating to try and understand. Do you have any other method? This creates lots of problems. 1. The destination object isn't binded to any 'prey' so multiple prey will run towards a single one is no others are nearby or something. I don't know, It all doesn't make sense to me, It's giving me a headache. How were multiple objects created to be put ontop of the prey items when there was no event stating to spawn one for each instance of prey and there was only one at the start of the layout. Also, if I were to implement wandering AI, the destination wouldn't change with it and therefore wouldn't be able to run away since It wouldn't be ontop of the destination. Any explanation or other way to do it? I hate the idea of using an object for it to pathfind to because of all these problems. >.<

    I think I'm going to have a migrane from this stupid AI that I'm trying to make.

    The destination object is binded to a specific prey, as it's in a container with it..

    If you want the prey to wander inbetween, just pin the object to the prey and unpin it when having to run away..

    You could also use the pin to rotate the prey to prevent overlapping of the destination..

  • I'm not sure which part of your game you are worried about, but that's your choice..

    The next stable release will probably be somewhere in january..

  • > Yeah.. so you could set a point 500px away from the player at a certain angle, right?

    >

    > Wen it's far enough away from the player your prey could go back to idle, or not?

    >

    It would probably get it's destination stuck inside an object though, or it would double back and run straight towards you if your in an enclosed areas such as a valley, and the destination is just outside the valley, causing it to just run straight into you to get out of the valley. I guess It could work though, not sure how I would do it?

    Basic example

    Now you will have to find a way to move the destination, when it's either overlapping or outside the layout..

  • Yeah.. so you could set a point 500px away from the player at a certain angle, right?

    Wen it's far enough away from the player your prey could go back to idle, or not?

  • Would using pathfinding work for you?

  • The condition is:

    Is boolean instance variable set

    • Test if one of the object's boolean instance variables is set to true. Invert the condition to test if false.

    This should be a condition on the object that has the boolean instance variable.

  • Maybe you could give the player a boolean instance variable?

    Let's call it GotKey and set it to false

    Player on collision with key

    Player set boolean Gotkey to true

    Key destroy

    Player on collision with door

    Player is boolean GotKey

    Restart layout

    So when the p[layer collides with the door, it will only restart the layout if the boolean GotKey is true..

  • Here's the manual:

    https://www.scirra.com/manual/109/audio

    A volume of 0 dB is original volume, and below 0 dB attenuates the sound. Note amplification is not supported. For example, entering a value of -10 plays the audio back 10 dB quieter (about half as loud). Prefer setting the intended volume in the Play action; even if followed immediately by a Set volume action, some platforms will momentarily play the audio at the volume given in the Play action.

  • Implemented pathfinding in the example by R0J0hound

    From this topic

    Pathfinding No Overlap

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  • As explained here, most of this will be done automatically on export:

    https://www.scirra.com/tutorials/577/co ... imisations

  • If you need it in-game, I guess this would be the way, because you can easily adjust everything to look as you want it..

    If just for testing purposes, using the debugger would probably be much easier..

  • Could you explain why the bullet behaviour doesn't work?

    Setting the angle should be easy..

  • You could have just opened the manual on the rotate behaviour and found the answer..

  • setting the speed to negative?