Miksu112's Forum Posts

  • Miksu112

    I've not looked at your capx but here's a very basic example of a jetpack mechanic that works with the platformer behaviour: capx (r244)

    Just hold down space to rise up and use the arrow keys to move the player as normal.

    OddConfection Thank you! This is exactly what I was looking for!

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  • Why have you created a new thread for this when you already have an active thread here?

    I posted the wrong capx, and it is too late to edit as the post will have around 90% less answers now. If you can, please delete it. I am looking to create the jetpack from scratch, not to build on a broken system.

  • (Sorry for double post, admins! (And everyone else) )

    So, I am making a 2D platformer shooter. I am implementing a backpack feature in the game, but do not know how to approach this. It should work alongside the normal movement system, but everything I try is horribly broken.

    This is the second post I made about this subject, but this time I want help to creating a system from scratch due to bugs in the old one.

    Maybe someone could look at this capx, point me in the right the direction, eh? If you decide to do this, thanks in advance.

    CAPX: https://drive.google.com/open?id=0B-jGql80WWuRWTdudHR2WFdoTFk

    the old capx, with a broken jetpack system: https://drive.google.com/open?id=0B-jGql80WWuRM3hYaUx2MU5FLWs

    Again, if you help me, thank you. I do not know if I am asking for too much here.

  • Event 14, the else, add obj_player jetpack stop (stop jetpack)

    That actually works pretty well. There's still the odd problem that if the player is moving on the ground before activating the jetpack, he won't go upwards. What's that about?

  • So, I am making a 2D platformer shooter. I am implementing a backpack feature in the game, but do not know how to approach this. It should work alongside the normal movement system, but everything I try is horribly broken. Maybe someone could look at the capx, point me in the right the direction, eh? If you decide to do this, thanks in advance.

    CAPX: https://drive.google.com/file/d/0B-jGql ... sp=sharing

    Again, if you help me, thank you. I do not know if I am asking for too much here. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • I want a non generic name please.

  • Maybe give us a little context on what the heck your game is?

    Urban top down shooter.

  • Guess you can't be serious in this community.

  • Bazinga, Pew-Pew: The Movie, Shoot the Chickens, Shoot the Zombie Lite, Shoot the Zombie Premium ... all great suggestions in my opinion

    What did you miss in the ''Serious suggestions only, please.'' part?

  • I want to change it to m1ksu since that is my alias these days.

  • If any admin/moderator sees this, please move this post to the correct caterogy. I do not know where it belongs

    I need a name for my WIP top down shooter game. If I happen to use a name of your's, you will get credited.

    Serious suggestions only, please.

  • The path finding behaviour works perfectly... but perhaps you are making some mistakes with it's use. It can be tricky to get it working as expected if you haven't had much experience with it. I don't use it often myself - but I've had some successful experiments with it in the past.

    The main things I would suggest to be careful of, is telling the behaviour to calculate the destination path too frequently. Once every 1-2 seconds is usually more than enough unless you have moving obstacles or incredibly fast moving objects. A common mistake that people make it getting the path to calculate every tick or every 0.2 seconds or similar.

    Another common mistake is having cell sizes that are not an appropriate sizing for the design of sprites and game environment. Having cells that are too big or too small can make weird things happen.

    Moving solids CAN pose problems, but there are even work-arounds and methods for dealing with this also.

    I suggest you try path finder again, and use a simpler movement method once close to your point of "last seen".

    ~Sol

    I set the cell size from 30 to 10, and now it works almost perfectly. Thanks!

  • If the enemy is going inside the wall, check the size of your collision cells for the path finding behaviour. I assume you're using the path finding behaviour for moving the enemy to this "last seen object" you have?

    Also check the collision bounds of the wall objects and the enemy character too, and make sure they're good.

    To make the enemy go exactly on the object - check for a close distance (proximity) on the object... once you have this close distance (after using path finding) then turn path finding off and use "moveto" behaviour or some other movement method to go straight to final position. The path finding will work when the enemy is far away (so it will avoid walls and such) but then move to the exact place once within your defined distance (10-20 pixels maybe?).

    ~Sol

    I didn't use the path finding behavior, because it doesn't work. The first time the enemy is assigned to find a path, he does and moves like 30 pixels and then stops. Second time he just keeps calculating.

  • I am making a top-down shooter, and I have a last seen object the player leaves when he gets out from the enemy's LOS. When the enemy sees this object, the enemy walks on it. But this usually takes place near the wall. How do I get the enemy to go into the exact place without going inside the wall? Quickly too, I don't want the enemy to seem like it's calculating a straight path.

  • please help