MarciaL77's Forum Posts

  • 12 posts
  • Sorry, I got it!. I forgot I already had a code for this. Thanks so much for the help, you helped me to remember I already did this in another test game.

    Thanks

  • So in.. System> Create object>

    is this how you write it?

    (Mouse.X/32)*32

    (Mouse.Y/32)*32

    I know I'm not doing it right, it doesn't follow mouse can you please show me an example please.

  • Thank you, I will give this a try but I'm actually talking about the entire world is built on a grid-based map/system for base building/ colony sim games. the ai walk 4-dir on grid; placing buildings on grid (your post might help that), items spawn on grid, etc... like in Rimworld or lord & villeins. But of course I will have to try out your post and maybe I can fiddle with it to make what I'm looking for.

    Thanks for your help. :)

  • Do you mean placing a regular tilemap object in the game or something else? If this is the case then yes, I'm currently using a tilemap for a game I'm making, but I'm talking about a system. Similar to games that use a grid-based map for placing buildings or grid-based movement system.

    here is an example but it is in unity:

    youtube.com/watch

    But if you mean something else please explain.

  • like Rimworld map system is based on a grid, how would you go about doing this in construct 3?

  • Thanks, just by looking at the preview it should be exactly what I need. Thank you.. But if I need any further help I will post back.

  • I know how to make the enemy ai walk on a platform and when it reaches the end it stops, but instead of stopping I want it to walk on the side then walk on the underside and repeat this (like a snail on a platform, it doesn't fall off it just sticks to the platform.)

  • OMG, I understand

    Thank you soooooo much it works!!

  • Ok hopefully this is what you mean because I couldn't find

    "System AI.Pathfinding.MovingAngle" the closest I could find was "is within angle".

    So I have-

    System> Every Tick

    System> For each (Ai)

    Ai>is within angle: 45 degrees to 0

    Ai>is within angle: 45 degrees to 90

    Ai>is within angle: 45 degrees to 180

    Ai>is within angle: 45 degrees to 270

    Although the angles look right to me, I might not have it all the way down because the ai will only animate the walk right animation (45 degrees to 0).

  • Yes my rotate object is unchecked already, but I will try this method and see if it works.

  • I'm currently using pathfinding

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  • I have an AI that moves randomly but I'm having trouble setting 4-direction movement animations( left, right, up, and down). I was trying to use the "is within angle" but maybe I'm not doing it right. For example I have.

    Add Event:

    Ai> within: 0.5 of: 62 > Ai > set animation "move_right"

  • 12 posts