Rhindon's Forum Posts

  • ...it's been a while since I roamed the forums...

    I'm working on a top-down maze-based game with strong Christian/spiritual themes. (To avoid any unintentional debates/discussions/etc, that's all I'll say to that...but I mention it if only to present a bit of context for those who would like to offer their input more constructively...)

    Presently, I'm not having too much trouble coming up with some baddies to roam around the mazes.

    But I'd like to employ some bosses that are more intimidating in scope and size. Not unlike your hulked-up bosses common on many adventure and action games on the Super Nintendo and other old-gen systems. Like Contra 4? HUGE bosses that dominated half the screen! The Donkey Kong Country series and also Yoshi's Island? Even though they were often common baddies ramped up on steroids (or magic in Yoshi's case), the bosses were still unique and challenging...and...BIG!

    I'd like to use similar tactics.

    To start with, what are some good "rules of thumb" when establishing bosses?

    What is your personal process for setting up C2 instructions that navigate the boss' behavior? How do you make your processes so that they work efficiently?

    Do you simply cycle the boss through actions? Randomize? Create conditional behaviors based on player actions? (Obviously, any of the above can be true.)

    When creating graphically larger bosses, how do you go about it in terms of graphics/animations?

    Please feel free to offer input in answer to my questions above or if you have additional thoughts/suggestions, I'd be very grateful. Thanks!

  • sqiddster - Might this be something I could use to discern my Tilemap/lag issue that we talked about the other day?

    You all are talking about some serious "under the hood" stuff that I don't fully understand...so...just wondering what I can look for... LOL I dunno what I'm talking about.

    Laptop

    Acer Aspire 5349

    Intel Celeron CPU B800 1.5GHz

    Windows 7 Home Prem Service Pack 1

    4 GB RAM

    Google Chrome

    Version 37.0.2062.124 m

    ...in case that helps.

  • Forgive me...I'm looking at the updates in your first post and I don't see what this plugin is about...

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  • Since the Regenerate Pathfinding Obstacle Map takes a brief moment to complete before the Pathfinding behavior can do it's thing (like finding a new path), would it be possible to add a new event condition that checks for when the new map is generated (ie: after clearing/adding obstacles)? I don't know how long it takes - be a second or just a mere split second - so it's ALMOST a waste of time if I'm setting a Wait action for something that could be done after a few ticks or so.

    Certainly, I don't know the particulars of how C2 calculates everything behind the scenes, but hopefully this is an option to add later.

    Thanks!

  • CAPX: https://www.dropbox.com/s/luumbp5yqeqq41h/LostSoul%201-2.capx

    See layout L Maze D West and event sheet E Maze D West

    I have an enemy type with the Pathfinding behavior that is seeking out the player, recalculating the path every few seconds. I've set the walls as custom obstacles and made sure to regenerate the map when needed. The walls have the Solid behavior so the player can't go through them.

    When the enemy is within a certain distance, it clears the walls as obstacles and gives them a past cost, making it a bit of a "hassle" to get through the walls. I set the path cost to 120 and the max speed to 150....then set the cost to about 20. But no matter what I do, the enemies never go through the walls. I'm at a loss of how to remedy this.

    Any suggestions?

  • That seems to have done the trick! Thank you! I'll let you know if anything else seems off from what I'm trying to accomplish. Thank you once again!

  • Well, NOW the LostSoul object is appearing more on top of the TileGlow object. But the effects are still not the same as that on the "D West" layout.

    Both are at a stand still, so the TileGlow object should appear red. Obviously the color on the right (layout "MercuryUs") isn't

  • blackhornet - Strange. So on the "D West" layout, the LostSoul object appears as a series of rings flowing inward...and then ALSO flowing inward on the "MercuryUs" layout?

    For me, on the "MercuryUs" layout, the TileGlow object still changes colors, but as different colors than on the "D West" layout. AND, the TileGlow object seems to be ON TOP of the LostSoul, even though TileGlow is on a lower layer. Despite using the SAME parameter values in the event sheet upon the start of both layouts, I get two different outcomes... I'll set up a comparison picture to show you what I'm getting since it seems you're not seeing any noticeable difference.

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