SoldjahBoy's Forum Posts

  • I'm sure that a lot of people would find this helpful.

    ~Sol

  • And how are you following them?

    System->scroll to object?

    Are you trying to follow them both at the same time?

    ~Sol

  • I'm a mastermind of confusing myself at times... that's about it.

    I've just done a fair bit of work with this kind of stuff, since it's really interesting to me - so hit me up whenever and I'll see what I can do. I may also contact you as well, since I'm just about to start working on a map generation thing myself and could probably use a refresher on how some of this stuff works.

    Cheers!

    ~Sol

  • Wow I didn't even notice there was a car behaviour on the enemy - you're right 99. That's also gonna be causing some issues.

    ~Sol

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  • Lmao looking at that formula you have there is making my eyes hurt this early in he morning. That'll teach me for trying to brain before I coffee.

    Glad you resolved it I'll check it out again once my hamster starts running.

    ~Sol

  • Yeah I'll see if I can make an example of this a little later today when I get some time. I have a few things on today, but later on I should be able to throw something together

    ~Sol

  • > Here is an example capx file that I made - doing (I think) what you are wanting to do.

    >

    > I'm trying to teach you to "Fish" for yourself - so next time you get hungry, you can catch one yourself. If someone always feeds you a fish, you will one day starve without knowledge.

    >

    > I hope this helps you to learn what variables are and how you can use them.

    >

    > https://dl.dropboxusercontent.com/u/604 ... elect.capx DOWNLOAD EXAMPLE

    >

    > ~Sol

    >

    It wont open it says the textures are missing

    There are no "textures".

    What version of Construct 2 are you using?

    ~Sol

  • Just keep in mind that your total value for the cell size and border size is in pixels... a cell size of 20 means it will look for gaps at least 20 px in size... and the cell border will add to the overall size (keeping that distance away from walls/solids)

    I suggest keeping the border size smaller (only 2 or 3 pixels) just to keep enemies from "Scrubbing" against walls... but a cell size of around 20 should be fine.

    If you make your doorways and corridors around 30px wide or more with these parameters, you shouldn't have too many issues. Also keep the path re-evaluation time lower, that will help with over-all performance. You can even combine path finding with normal "is with range" of the player style AI - so if the enemy is within X pixels of the player they will not use path-finding any more, but rather rely on direct line of attack.

    If you make your doorways even larger, use a larger cell size - it will be faster. Just remember that it's bascially cell size + border for the minimum gap. You willwant at least a few pixels in "grace" so the pathfinder can work a little easier. I always allows like 10-15% extra space at least

    ~Sol

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  • Wonder Woman looks smexy....

    Nice work, again... and again and again!

    ~Sol

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  • No problem... sometimes just talking about an issue can cause a brainwave that fixes it all by itself

    If you still have trouble post here again

    ~Sol

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  • newt still lightning fast on the draw...

    ~Sol

  • How are you following the character? System -> scroll to object?

    Are the different versions of your character the same object just with different animation? Or are you suing two different sprites for each form?

    ~Sol