manukeo's Forum Posts

  • hi all.

    i added some turret in my game.

    some are working fine.

    but i have one kind of turret i cant code properly

    since my method dont work, maybe someone have an idea.

    these turret goes by group.

    if one turret of "group 1" have line of sight on the player, all turret of "group 1" shoot.

    they shoot straight, dont need to target the player.

    i want add an instance variable called shoottimer, where i can enter the rate of fire of this particular turret.

    some will shoot every 1 sec, some every 0.5, some every 2, etc.

    and i need to tell each turret which rate of fire it will be.

    and when no turret of "group 1" see the player, they all stop firing

    (but turret of "group2" may fire)

    i cant make it work ! someone could help ?

  • tanoshimi

    this is great !

    thanks !

    but i'm thinking in a way to allow the sprite to avoid some obstacle like a wall for example.

    would you have an idea ?

  • hi all . i'm working on some IA for the monster of a TopDownShooter.

    i would like to use pathfinding to make the monster go away from the player, but i dont know how.

    how i can tell "find a way to a point 400 pixel away from player.x;player.y " for example.

    anyway i would take any advice on how to use pathfinding in advanced manneers.

    because all i can do know is pretty much go toward the player.

    ;

    i used a random variable to make the monster go near the player instead on directly on him but that all.

    if you have some ideas, be sure i will be interested.

    thanks

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  • wow ! congratulations ! i have tested some ways to do that but it was impossible to get 60fps !

    im really interested by seeing your capX! and your platformer seems nice !

  • hello all, im making a top down shooter and i have some enemys who chase the player with pathfinding.

    i have a problem because when they are many, they stack on each others and follow all the same path.

    i would like to implement a code which can make them use differents paths

    one enemy could go stright forward to the player, one could try to catch him by the right side, and the third by the left side.

    i found a way but its not perfect,

    each enemy have a vairable named random which is set : random(-150,150) when the enemy detect the player

    when the distance between player and enemy is > 150 , the enemy go at player.position+enemy.random

    then when its closer it goes to the player.

    but its not working very well, it could be far better, they dont stack on each others but they dont try to contourn the player. is anyone have a better idea ?

  • scirra.com/tutorials/474/pathfinding-with-line-of-sight

    maybe this can be helpful.

    there is LOS working, without the new behavior, and a timer: to go back to patrol when you escape.

    this is working pretty well.

    read the comments , i explain how i managed to implement the equivalent of the field of view on this system, so you can approach by behind.

  • GeometriX

    thanks ! but thats more or less the same system than the spongehammer one.   so it works but its too slow. i get only <20fps on your example, without effects.

    but interesting capX.

  • spongehammer   i wasnt able to fully undestand your capx, but i was able to reproduce it, but its far too heavy . nice but heavy.

    the BluePhaze solution is working well and allow 60fps .

    but it doesnt take count of the walls.

    Joannesalfa 's example , i cant make it work. impossible to spawn object on tiled background, and i will not make all my walls with single sprite. it will cause many toomuch sprite animated on every tick. not usable exept for very small layout i think....

    it left me with maybe trying the C7 version of bluephaze example.

    but i need to find a solution to tell : set invisible to the sprite who are between the player and the point where the detection sprite overlap the wall, and let the other, after the wall visible. dont know how to do that.

    i hope there will be a behavior like that in the future :)    

    someone know where we can consult the TO-DO list ?

    anyway thanks all for your help.

  • spongehammer very intersting post.

    your solution (your capx, is very nive but im afraid about frame rate.

    do you have the capX of Joannesalfa's example ?

    BluePhaze

    C-7

    thanks for your advice, i think it may wirk like hat also. need to do some testing.

  • activeden.net/item/realistic-2d-dynamic-lights-as3/686703

    like this . replace the lighted area by the field of view. but thats it. thats what i would like.

  • spongehammer

    thanks for your answer, but if you read carefully, thats not good for what i asked.

    in the exemple it does not take count of walls.

    its a simple png with alpha following the player here.

    what i ask seems to me far more complex.

    correct me if im wrong.

  • im making a top down shooter, and i would like to implement a kind of fog of war.

    i would like to reveal only what can really be seen by the character.

    a kind of line of sight fog of war.

    so if you stand in front of an opened door,

    if you are far away you can see what its in the center of the room ,

    but if you want to see all the room you have to pass the door.

    just like the main character is a light source and everything behind a wall is in the dark

    understand what i mean ?

    do you think its possible ? and ideas how to achive it ?

    thanks

  • krish

    unfortunately, i dont have a budget to offer.

    i can offer to share profit if we achieve a good quality game, thats all.

  • Kyatric

    did you get my mail ?

    i've got no answer from you.

    sorry i cant anwer you here. not enough rep.

  • hello lowren !

    nice blog

    NO , its not paid offer, im making it on freetime and have no budget.

    but the game will makes millions on steam , so we can share profits :)