MustacheGolem's Forum Posts

  • cvp that's weird, well i'll just re upload it anyway

    dl.dropboxusercontent.com/u/198319749/last%20light%20%283%29.capx

    and thanks ,just trying toget something down that won't take my years to animate :p,i'll most likely just add colour and leave everything fairly sketchy

  • cvp what do you mean by collision polygon?

    *checks C2*

    oh...

    there are not enough curse words to express my fellings at my stupidity for not checking that small button under "set image point".

    I spent so much time trying to use that "hitbox" sprite to do kind of what this small button does.

    and well, i succeeded:

    dl.dropboxusercontent.com/u/198319749/last%20light%20%282%29.capx

    see,they all move along colliding with each other just as i want ,executing the animations at the right time , i even gave them the ability to track player movement when they are "charging"

    their attacks.(tho they do it really baddly ,which is not bad sinse they are supposed to be weak starting enemies that spawn in big groups anyway).

    i really wish there was at least a thumbs up button to thank people that are helpful and give em lil medals or something.

    thanks a lot!

    now to giving my player character more skills to use and try to implement new enemies, and polish the one i did, while keeping everything organised and avoiding repeating events unnecessarily for each one, and using the bloody collision polygon feature.

    wait wait, a lil new issue right now ,when the player spawn an arrow and there are multiple enemies close by the arrow will interact with all the enemies it touches when being created. any way to make it only affect one?

  • okay that won't work...sinse the drones are not stuck in any way to the boxes even if i find away to make the boxes colided only with each other(which i did) the drones will just keep on their mery way ignoring the boxes, if i stick them to the boxes they won't move becouse the boxes wont move .

    what i need now is a way to put all the behaviors on the boxes ,stick the drone sprites to their respective hitboxes and find a way to trigger the animations properly.

    how do i even....

  • cvp

    thanks a bunchload man, you were clear as...clean air,or something *burp*.

    omg i fell so stupid right now ,the hitboxes don't have the animations on them so even though they are part of the same family they can't complet the events becouse they don't have the freaking animations that trigger the events!

    and sinse the drones where stuck to them they couldn't complet it either!

    now it gets tricky again tho ,i could just do away with the hitboxes and just use the drones ,but that really doesn't to the job well ,sinse they collide with each other and the player in a really weird way , and sometimes can even get one claw stuck to the others (which is particularly hilarious but not pratical at all)

    sinse the drones have the animations and the animations are a really good way to keep the events flowing in a really smooth way, i need to find a way to make the hitboxes follow the drones(insteadof the other way around) and only colide with other hitbox sprites.

    sinse the drone sprites have 8direction on them i can't just set the hitboxes to "solid" becouse it makes it impossible for the drones and their respective hitboxes to be on the same place at the same time.

    ...

    wait here is the TRUE question, can i make a sprite with 8direction NOT collide with solids, but be stuck to another sprite that DO?

  • right now i'm having a lot of problems involving animations and AI.

    I want the drone enemies to walk up to the player execute the 2 parts of the attack animation and if the player is still in range attack again ,if not, them just get in range.

    but here after i tell a boolean(that makes the enemies move) to be set to true by an animation finishing it doesn't. and i don't see why.

    dl.dropboxusercontent.com/u/198319749/last%20light.capx

    about to tear my eyes out here...

  • GeometriX that what i meant by the normal way :P

    i wanted to use events for it so that i could turn it on and off when the player pushed space, to implement a 8 directional dash using 8direction phisics :P

  • thats fine, i just created my own controls using events and that gives me more freedom in the end, and i can turn it off as i wish

  • i've been trying to use scirra.com/tutorials/408/enemy-ai-for-range-of-fire-and-line-of-sight-top-down-player/page-2 tutorial to get the enemies on a game of mine to detect the player and trigger another bahavior (just walk up to the player and wackem)

    here is the .capx

    dl.dropboxusercontent.com/u/198319749/last%20light%20emergency.capx

    but doing exactly what the tutorial tells you causes only the nearest enemy to react, even if others are in range.

    the tutorial tells you how to cause all enemys to concider shoting a the end but it flat out doesn't work ,the thing he tells you to remove causes all the lines to turn,instead of only the nearest, the same doesn't happen to the enemies ,probably becouse one of the commands still tell the event to pick the nearest enemy ,but if i remove that ,only one of the enemies (the first i included on the kayout it seems)will reach as it should.

    i want to make it so that every enemy that gets withing range reacts, not only the neares.

  • i'm sorry for replying without having anything to add to help you out,but i'll just tell ya your question is helping me as well ,still my sprites don't pump on each other quite as i want em to :

    also don't you just wish you could know the guy(s) who programed zergling AI to help us out:P?

  • man i'd have given up on this program without you and all the info on the site a long time a go

    should work now:

    dl.dropboxusercontent.com/u/198319749/New%20project/index.html

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  • is there anyway to turn defalt controls on/off using events?

    i've searched the foruns and manuals for a way but can't find any.

    would be really useful so that i don't need to turn it off normaly and use events to create my own simulated controls so that i can turn those on and off using events :\.

    using the actions:

    turn 8direction's "set enabled" or "set ignore imput" does not work becouse it will ignore all imputs simulated or direct at the same time.

  • GeometriX that's what i did... i think, is the folder it creates automaticly public?

    i found no way to tell if such setting even exist ,only about sharing the folder with other specific people by email or something...

    it only tells me it should work

  • GeometriX

    OH MY <img src="smileys/smiley35.gif" border="0"> CRIST!! ITS SO <img src="smileys/smiley35.gif" border="0"> EASY!!

    it's exactly what i wanted how i wanted it ,somehow i though the objects in a family would inherit the specific value of the family and that you couldn't change on a object by object base.

    thank you so much

    dropbox.com/s/63bzyts5gbwfbx5/index.html

    check it out(and tell me if it even loads i'm not sure how to work sending these things out yet)

    Joannesalfa

    lol hadn't even concidered that ,thankfully GeometriX solved that problem as well before i even realised it :D

  • i'm not sure i understand what you want.

    do you want enemies coming from top of the screen and go down but flying in weird pattenrs??or just spinning around?

  • i think using bullet movement would require a lot of events to tell it how to follow the player for both sides and groud orientation.

    HEY try using both 8directions and platform movement(only to get the "by wall" and "on ground" events, you should deactivate all setting parameters of the plataforming control like gravity and acceleration all that.),you can tell it to simulate left and right movement if its on ground ,and tell it to flip if it finds a wall and keep moving left and right on the wall following the players X and Y, and tell it to simulate down and then flip to normal gravity if it finds no ground(all these as 8 direction control)

    i belive that with some finetunning on the settings you can get it to look quitte smooth!(like turning deacceleration to 4000 when it finds no ground to stop it going airborn)