Nitari's Forum Posts

  • I wouldn't use pathfinding at all unless it's a top down game. For side scrolling platformer you can use line of sight and move X.

    Thanks for the reply! The thing about line of sight though is that in less direct situations such as the one I have stated, the AI might not be able to navigate to reach the player. Detours have to be made that make making such AI actions more tricky

  • So I've done a bit of searching and realised that designing a platformer Pathfinding behaviour for AI is exponentially tricky and difficult as the complexity of the map increases. For example, 2 horizontal platforms, on of top of the other. The player is standing on the platform above and the enemy directly on the platform beneath him, and the distance between them is such that jumping from the lower platform is not enough to reach the platform above. Instead, the enemy has to walk all the way to the end of the map on the right to jump on a mini 3rd platform to get to the one above.

    https://i.imgur.com/c2MIcxs.jpg

    What I'm curious is whether it's feasible to overlay a top-down tilemap onto this map which only has the walkable paths as the tilemap path.

    So the enemy will spawn a tilemap entity that Pathfinds to the Player. The enemy will then follow this tilemap entity

  • Offline support is not guaranteed to work on insecure (HTTP) hosting. The first thing you should do is move to secure (HTTPS) hosting.

    Ahh, I see, thanks for that! I think they didn't put that in the guide though

  • bump

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  • I'm using iPhone 7 iOS 10.1.1 Safari

    The link is

    xjim2.bitballoon.com

  • Hi, I'be read in the tutorial that offline Loading of the game can be done locally when the game has been downloaded already before. In my case, I think that has already happened as every time I open safari to that webpage I get near instantaneous loading of the game(the full game takes about 8 full seconds to download).

    However when I set my phone into airplane mode, I am unable to play the game and I'm faced with a black screen. Am I doing it wrong?

  • For Each loop, or manually sorting through a counter

    but

    You can do this:

    Every 1 second>>>

    Enemyslime coinflip == 0>>

    set Enemyslime.Coinflip = random(1, 3)

    Enemyslime.coinflip == 1>>>

    set toggle to <left>

    Enemyslime.coinflip == 2>>>

    set toggle to <right>

    see if this starts choosing them better.

    I see! I'll try when I get back, but do I need to put "round" in front of the random(1,3) so it doesn't choose decimals?

  • Bump, wanted to see if there was a better way of doing this as random picking is sometimes "biased" and it overpicks the same instance

  • Hmm I'm trying to find the best way to create the fall through platforms for the ground (the floor is only the background image, I place invisible fall-throughs on it)

    But its difficult to connect 2 different fall throughs that are different in angle without creating "gaps" that may cause players/monsters to fall when they unsuccessfully walk from one to the other

  • Bump

  • I myself am making a platformer game and I'm about to finish it this month but I did not experience this situation since I always use the option in the view tab "Snap to Grid" that automatically combines two Tiles or sprites together. I think that must be the reason.

    Hmm I tried using the grid and zooming into my transitions to try to align them, albeit with some difficulty. I'm now caught between the decisions of having a "safety over-extension as such

    or having a perfect pixel-to-pixel overlap at only the corners?

  • Are they Sprites?

    If they are then, did you check the collision polygon in the Image Editor if the polygons are spreading across the width of the sprite?

    Not covering the entire width of the sprite sometimes cause this, especially when the sprites are moving in platformer games or etc.

    If you want to make sure that the player has more chance of not falling -- in the image editor --> Collision Polygons (left-bottom side of the image editor) --> right click one of the dots and select set to bounding box...

    Yeap, the sprites are invisible perfect rectangles (I used the default). The main problem seems to come from the transitions between the platform boxes. For eg, a horizontal rectangle on the left and an adjacent diagonal rectangle to the right of it. I'm guessing I might need to align the corner pixels of the transition together but it's difficult to do so on a large scale so I'm curious how you guys handle uneven platform creation

  • What I'm doing now is placing diagonal and horizontal ground solids together to make fields and hills, but I have problems such as falling through the ground when I walk past an imperfect transition from platform to platform. Is there a better way to do this? Thanks!

  • Nitari

    floor(x) Round down x e.g. floor(5.9) = 5

    round(x) Round x to the nearest whole number e.g. round(5.6) = 6

    ( )

    Ahh thanks!

  • jourdan Hi! I was curious what floor means, is it the same as round?