PCIsSuperior's Forum Posts

  • 9 posts
  • How would I go about doing that exactly? I have tried using UIDs and grouping objects together by distance but I just can't seem to get it to work.

  • I developed an AI that works really well (except I haven't added in collisions yet). However, I have run into a roadblock that I can't get past. (Download the capx so the explanation below will make sense. https://drive.google.com/file/d/0B0u-LjouEgnXVWI5ODl6NXVrWkE/view?usp=sharing) In my AI I used 4 squares that surround each enemy (the enemy and 4 squares are a container). These are named after their orientation around the enemy and always remain in the same spot with an every tick event. When there is one enemy on the layout the player moves, then the enemy finds which of the 4 squares is closest to the player. The enemy then moves to the square that is closest. However with 2 enemies on the screen it doesn't work. The enemy furthest away travels towards the closest enemy. What I Want: I want the 2 enemies to act independently of each other. The 1st enemy will find which of its 4 squares is closest to the player and move to it. The 2nd enemy will find which of its 4 squares is and move to it. Sorry for the long explanation, but I would greatly appreciate the help.

  • I am trying to make a rouge-like game where the enemies follow the player 1 space at a time. I am using the moveto plugin to move the sprites. The best example I have found of this is a rouge-like called Cardinal quest (http://www.kongregate.com/games/randomn ... al-quest-2). I have tried many methods of re-creating this with no luck. Could anyone give me some pointers on how to re-create the Cardinal Quest enemy AI?

  • > I need to give this shape a collision polygon (see attatched image below).

    > http://imgur.com/a/twokX

    > The black parts will not have collision (the player walks through those areas). The parts that are not completely black need to have collision so the player can collide with them. How do I make a collision polygon with 4 separate boxes to cover those areas?

    >

    If its a single sprite then you can't as the collision mesh always have to be connected. A way to solve that is to have a collision mesh layer so to speak, which are separated from the actual graphic. So on this layer you only have collision objects that you can arrange so they fit with the graphic layer.

    Another way, and maybe the most obvious choice seeing that you are using squared graphic objects, would be to use tile maps, as it would be faster and more performance friendly than using sprites.

    I actually am using tile maps. I used a smaller tile map to create big 128x128 tilemap blocks, and with those blocks I can make levels much more quickly.

  • I need to give this shape a collision polygon (see attatched image below).

    http://imgur.com/a/twokX

    The black parts will not have collision (the player walks through those areas). The parts that are not completely black need to have collision so the player can collide with them. How do I make a collision polygon with 4 separate boxes to cover those areas?

  • I want it to be like a big tilemap. Imagine it like a tunnel. As an example, I would make a horizontal tunnel piece, a vertical tunnel piece, and a tunnel intersection piece. All of these pieces would be big enough for the player to move around in. I could then drag these pieces together into a level layout and make the level that way. I got this idea from the making of Oblivion video: https://youtu.be/zvm0CN3tQFI?t=7m. In this clip the level designer drags pieces together like a Lego set and makes a whole dungeon out of it. If i could do something similar to that it would speed up the design of the game by a lot.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I am building a game that will have many levels. To speed the level design process up I have decided to build 50 or so smaller layouts and then combine these layouts to make 50 large levels (almost like placing really big tiles). Could someone point me in the right direction on how to do this?

  • I know I need to reference the UID of the target but I can't figure out how to set this up. Help would be greatly appreciated

  • I'm bumping this post-having the exact same problem

  • 9 posts