TheCreepy12's Forum Posts

  • dop2000 thank you so much, that did really help, now they aren't getting stuck if i use the "Add object as target" <3

  • Howdy,

    Alright so I'm doing a tower defense game and obviously the turrets are the most important thing here. The problem is they kinda get messed up as soon as more than one enemy shows in the screen. I have it set so that the turrets acquire their targets every tick, (tried making them acquire at the beggining of layout but for some reason doesn't seem to work [they are spawned mid-game, if that affects]), but whenever a big group of enemies arrives the turret kinda gets confused at which enemy to attack and sometimes doesn't even shoot. I really need an answer for this, i've been trying so hard but nothing seems to fix this... Any help is really appreciated! <3

  • Howdy,

    Alright so I'm doing a tower defense game and obviously the turrets are the most important thing here. The problem is they kinda get messed up as soon as more than one enemy shows in the screen. I have it set so that the turrets acquire their targets every tick, (tried making them acquire at the beggining of layout but for some reason doesn't seem to work [they are spawned mid-game, if that affects]), but whenever a big group of enemies arrives the turret kinda gets confused at which enemy to attack and sometimes doesn't even shoot. I really need an answer for this, i've been trying so hard but nothing seems to fix this... Any help is really appreciated! <3

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  • Well I actually tried doing what you said with physics, but doesnt seem to work, if I put this behaviour the enemies will just still overlap and get pushed away every now and then, not really what I was looking for :T

  • So I have this pathfinding "enemies" that follow the player around as soon as he gets into their line of sight. So the pathfinding is meant to make enemies follow the player without colliding with any walls, but they do collide with each other. For example, if 4 or more enemies are following the player, instead of going in a line, they just go throught each other and it almost seems like there's only one enemy following the player as they are overlapping. I tried adding the enemies the "solid" behaviour, but this way they just stay put where they are as they see themselves as obstacles, also tried making the custom obstacles but still doesn't seem to work.

    Is this possible to achieve in any way? Thanks in advance <3

  • So right, I've been having some fun with pathfinding lately, and its really useful. But I got stuck when I got this idea.

    The first thing I did was simply make some obstacles and make some sprites go from point A to point B, but I wanted to go a little further and implement this in a different kind of game. Let's set an easy example, imagine I'm making a Zombie game, (Bird eye view, 8 direction behaviour), so I want the "Zombies" to follow the player as soon as they see him, that's easy, just set it so they find their path only when they have line of sight with the player. The problem is when they find the path to the player they go to the position where they first saw the player. What i mean with this is that they dont actually follow the player but instead go to where the player was. The easiest way to make a sprite follow another is to set its angle towards the player and then make it to move forward, but that way it would be going throught walls...

    I also tried making so the pathfinding finds the path every X seconds, but from what I've seen, that way for some reason doesnt work...

    Any help? <3

  • Okay so, what i wanna do is, when i make the system create an object, it asks me in what layer am i going to create it, problem is, i have a HUD layer, with 0 parallax so it stays with the player, it has to be the top layer so nothing can block it. I also have some events to make stuff appear and destroy in the HUD layer, problem is, last time i wanted to add a new layer at bottom so i could have things more tidy, HUD layer passed from being number 2, to being number 3. So i got a problem here, what i gotta do is change everything that spawned stuff in layer 2, and make it so it spawns in layer 3, which is now the HUD. My question is, is there anyway i can make stuff spawn instead of selecting the layer number, by name, or even by tag? Because if for some reason i decide to add another layer, i would need to be changing LOTS of events to make stuff still spawn in the HUD layer. Any help would be really appreciated! <3

  • TheCreepy12 Does it work if you set the cell size to a smaller value? Like 5 or something

    I've actually tried setting it to even 1, still doesn't respond, I'm going to try and explain what I say with a "drawing"

    So, If i tell the sprite to go from point A, to point B "[ A -----> B ]" it works, but when i tell the sprite to go from A to B, with a wall in front, it doesnt "[ A ---[]---> B]"

    I hope you understand better with that kind of explanation, and obviously, there is more space up and down for the sprite to move

  • > Okay, first off, i know title doesnt explain really well, but I'm having this problem. I tried a sprite with the pathfinding behaviour, so when you click on it, you choose somewhere in the map with the mouse, and the sprite moves there. It was all working good in a blank project sheet, but as soon as i put obstacles in (with solid behaviour), the pathfinding sprite won't move. Whenever I tell it to go like, 10 feet in front of it, it works, but when i tell it to go at the other side of a wall, it stops working.

    > I know i dont explain very well, but i hope you understand "^^

    >

    Trying to fix pathfinding problems from just an explanation is nearly impossible - there are just too many things that could be wrong, e.g. cell size.

    It would make it much quicker if you provide a .capx which highlights your problem.

    BTW does the built-in pathfinding examples work correctly for you? If so, you may be able to see where you have gone wrong.

    Okay, i would provide the cap, but I'm kinda new to the forums and I don't know how, could you explain me? If so I'll do it

  • Okay, first off, i know title doesnt explain really well, but I'm having this problem. I tried a sprite with the pathfinding behaviour, so when you click on it, you choose somewhere in the map with the mouse, and the sprite moves there. It was all working good in a blank project sheet, but as soon as i put obstacles in (with solid behaviour), the pathfinding sprite won't move. Whenever I tell it to go like, 10 feet in front of it, it works, but when i tell it to go at the other side of a wall, it stops working.

    I know i dont explain very well, but i hope you understand "^^

  • Well, title can be a little confusing, but what I mean is that how can I "interrupt" an event.

    Im making a platformer adventure game, etc... And I have a boss that can both attack you and defend from your attacks, the problem is, when the boss starts the animation of attacking, if you attack him, he can change his animation to the defend one, so you kinda stop the animation and stop him from attacking you, but the problem is, the player stills gets damage after interrupting the attack animation

    PS: Srry if you dont understand, Im not english :p

  • Well, as the title says, I want to know how to make different AI for each enemy, I have the AI, the problem is that all enemies that are the same sprite move always together, I mean, the AI is simple, its just like "choose(Move left, Move Right)" and then, "Wait (1, 2, 3, 4, etc... seconds)" and then "choose(Move Left, Move Right)" again, its like a loop, the problem is that all enemies move the same direction and they all wait the exact same time, what I want is to have same sprites but they have their own pattern.

    PS: Srry if you dont understand at all, Im not english :p

  • You mean something like

    player platform is falling

    every x seconds

    - add x to falldamage

    player on landed

    - player subtract falldamage from player.health

    - set falldamage to 0

    Thank you! Now that I see how it works, its looks much easier.

  • well first you need to deside what your damage is (animation damage, health damage, score damage, death)

    then you set it to on collision with object and at from how high = distance

    Yeah, but how can I calculate the height/distance?

  • Sounds very simple indeed..

    Could you explain what fall damage is in your opinion?

    Well, with fall damage I mean that if there is X distance from one place to another, the player doesnt take damage, and if there is B distance, it does take damage, for example, if the player falls from 500 pixels, he doesnt take damage, if he falls from 1000 pixels, he does. Now that I think about it, instead of that, can I make a variable to check how much time the player stays on the air and then for example if he is 3 seconds on the air, subtract 3 from health, and if he is 7 seconds, subtract 7 from health?