pumacap's Forum Posts

  • Thanks badimo57_7416 and winkr7. Your inputs are much appreaciated. Now I have some approaches to play around with.

  • Hi,

    So, if an enemy pathfinds to the player so that player and enemy are beside each other, then the enemy will quickly adjust its position to the player's every new position. This means that the player cannot really dodge the enemy's attacks. Is there a way to decrease the speed of which the pathfinding enemy adjusts its position to the player's position?

  • Hi Winkr7,

    I want to do so that when the player is within a certain distance from an item on the ground, the player can pick up the item. The overlap fake sprite idea solves this problem perfectly. Thank you for your help!

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  • Hi,

    I know I can use the compare two values command and write distance(Player.X,Player.Y,Sprite.X,Sprite.Y) to compare the distance between Player and Sprite. But is there a way to use compare distance for each sprite in a family without having to create a compare distance event for each one of the sprites in the family?

  • Now I understand what you meant. Yeah, I could do some sorting out and go with either only compare distance or LOS. However, what solved my problem with making the enemy reach a complete stop was to set tile movement to disabled.

  • Hi lionz,

    I went with the approach of using both pathfinding and line of sight because I am using pathfinding to simulate 4 direction only tile movement. Maybe this 4 direction simulation could have been done with line of sight?

    But, regardless if I use both pathfinding and line of sight or not, I feel there should be a way to make the enemy reach a complete stop when the distance between player and enemey for pathfinding/line of sight is exceeded?

  • Hi,

    I have an enemy that pathfinds to player if player is within a certain distance of the enemy, and the enemy also has the line of sight behavior to allow for it to aim towards the player to throw missiles.

    Right now when the distance between player and enemy for which pathfinding and line of sight applies is exceeded, the enemy starts to walk back and forth between two grid points and the animation is also playing.

    I have tried to solve the problen by saying that if the maximum distance for triggering pathfinding is exceeded as well as the line of sight is lost, stop animation and stop pathfinding. However, with this event implemented the enemy still behaves as described above.

    What other approach could I take to solve this problem?

  • Hi lionz,

    Yes, when clicking on an enemy I want it to be targeted until I click on another enemy and instead want that one to be the only enemy targeted. Anyway, problem has been solved already.

  • Hi,

    I want to do so that the player can only do damage to one enemy at a time. In order to take attack on an enemy I want the player to mouse left click on the enemy.

    I have accomplished that when the player mouse left click on an enemy the enemy will be targeted and take damage from the player, but right now it is possible for the player to just continue mouse left clicking on more enemies and these enemies will simultaneously also take damage from the player.

    Simply put, how could I limit attack to one enemy at a time?

  • Hi WackyToaster,

    I understand. Thank you so much for your input, then I know how to approach this.

  • Hi,

    Please see below for what the tilemap looks like. It's a free content download, opengameart.org/content/fantasy-oblique-tileset. I feel like it should be possible to use this tilemap in Construct?

  • Hi Pigpud,

    Yes exactly like that. How do I accomplish this? Is it about editing the tile map somehow so that the objects in the tile map will only take up one tile?

  • Hi,

    I want to build houses using a tile map containing oblique wall components. When I draw the wall tiles beside each other the wall tiles are being cut off as according to attached figure. Is there a way to fix this?

    Best regards