lukezero's Forum Posts

  • Hi guys!

    How do I make a floor in a 2D platform game have a depth and perspective effect similar to Street Fighter 2? The floor should only scroll as the player walks on the platform.

    Thank you for your usual collaboration!

  • I think you can download it now.

    Thanks!

    I already download it!

    Every object has Physics behavior and the main platform has not the Solid behavior.

    Still doesn't work here. Testing right now. :/

  • > Your suggestion is that at the beginning of the stage I attach a circle to the character with physics behavior and after it is launched I destroy it?

    >

    Yes, or you can simply enable and disable the Physics Behavior for the circle.

    > Can you share this CAPX example with us?

    >

    Of course.

    Here is the .c3p file: drive.google.com/file/d/1h-v7v8axWPuPH8PBD6-3B-bF4teeo7a-/view

    I had already started testing, but without success.

    NOTE: Please allow access to the file. Thanks!

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    Your suggestion is that at the beginning of the stage I attach a circle to the character with physics behavior and after it is launched I destroy it?

    Can you share this CAPX example with us?

    Thanks!

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  • Hi gamedev pals!

    How do I make the player's character slide smoothly along a wall (without friction, quickly indeed), which in turn propels him to the right?

    Below is an image of what I want in the platform game.

    Thanks!

  • Just a tip. When you get more knowledge in C3. Using AI might help you. For example, if you may want to make a 3D ray cast for collision detection, you can ask AI on how to make it on JavaScript or a PseudoCode and try to convert it to C3 events. Maybe it could get it wrong, but sometimes it can be a workaround to make you understand the process to achieve what you need.

    Yeah, thanks for the tip! :)

  • > I found some strange routines expressed by the AI.

    I really don't recommend using it for Construct. As a test I asked it a few C3-related questions and the results were total nonsense (although seemingly convincing).

    I agree, man.

    There are some confuse routines expressed by ChatGPT. :(

  • Use "For each (ordered)" condition

    Thank you very much! :D

  • An example might be close to what you are looking for: dropbox.com/scl/fi/futhyhxo5wbfz4txot0rw/4-direction-chase-avoid.capx

    It's a good solution, man. Thanks again! :D

    It will work well with some enemies.

    My big challenge now is being able to implement an enemy AI that actually pursues the player on the stage, whether or not it may find the shortest route. And most importantly, it doesn't get stuck on the walls. ^^

  • ChatGPT doesn't know Construct as well as other programming languages. It can only help with very basic questions. And will very often give wrong and confusing results.

    It can help with Javascript code, if it's not Construct-specific.

    Construct is intended for people with little or even zero programming experience. Study a few tutorials and built-in examples, and you could start making games in Construct in no time!

    Due to the little programming knowledge I have, I found some strange routines expressed by the AI. He usually gets the expressions and conditions right, but it tends to be a little confusing. :|

  • R0J0hound alextro

    I managed to implement this last night, using Overlapping + Pick random instance + Pick instance with UID. You two are awesome!

    Thanks again for all attention and support! :D

  • R0J0hound Sorry to bother you again, but now I have a new question: how do I make the green box activate only the enemy touched by it (it's also the one closest to the player character)?

    In the current routine, the box activates them all after touching one of them. I tried several alternatives (using UID, pick random instance, pick nearest), but still without success. :(

  • If you just want to pick the closest enemy then:

    Enemy: pick closest to (player.x, player.y)

    Or if you want to pick all the enemies within a certain distance of the player:

    System: pick by comparison: enemy: distance(enemy.x,enemy.y,player.x,player.y)<100

    I personally wouldn’t want to touch any code that ai generates. Mainly because debugging is hard and time consuming. I find it easier to try to understand what I code as I go so I’m able to fix things as I go. I have no way of verifying how correct, robust or bug free a piece of ai code is without dissecting it which sounds like an annoying waste of time.

    It's working!

    You are the man!

  • System: pick by comparison: enemy: distance(enemy.x,enemy.y,player.x,player.y)<100

    In this case, is it better for enemies to be alone or grouped together in a family?

  • If you just want to pick the closest enemy then:

    Enemy: pick closest to (player.x, player.y)

    Or if you want to pick all the enemies within a certain distance of the player:

    System: pick by comparison: enemy: distance(enemy.x,enemy.y,player.x,player.y)<100

    I personally wouldn’t want to touch any code that ai generates. Mainly because debugging is hard and time consuming. I find it easier to try to understand what I code as I go so I’m able to fix things as I go. I have no way of verifying how correct, robust or bug free a piece of ai code is without dissecting it which sounds like an annoying waste of time.

    Thanks, dude!

    I want the routine to calculate the distance of each enemy to the player character and the drone (the green square) to activate them in an order of proximity.