Mic's Forum Posts

  • 4 posts
  • I found a solution to the pathfinding problem.

    I added a boolean value to the enemy instance variables which checks if the unit is colliding the CollisionDetection,

    Enemy Is true>Wait 0,1 sec, Set False

    If it's false The unit reverses its direction, but if it's true the unit can not change its direction.

    So far this seems to have solved the problem.

  • Does all frames of your EnemyAnimation use the same collision box? if not try forcing them to do so, as it can cause some bugs if they are different.

    Indeed they do, and each animation frame uses a rectangular collision box.

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  • Thank you blackhornet, I did remove the 'On Collisions' from the for loop, but it didn't fix the issue.

    I think it might be that the enemy units collide with the EdgeDetection object twice (instantly), thus their direction isn't changed and they fall of a ledge.

    I have tried putting two edge detect objects next to each other but that also doesn't seem to fix the issue.

  • I'm building a platformer game, and used various on site tutorials including the tutorials' section on enemy movement.

    ()

    I got it working, but it isn't 100% reliable. Sometimes enemy units will fall from their platforms, completely ignoring the invisible walls.

    I have no idea's anymore on how to fix this issue. (And I have searched through these forums for a solution). I'd be very grateful if anyone has any tips for solving this.

    Attached is the event sheet of the enemy movement.

  • 4 posts