TheScythe's Forum Posts

  • I didn't know that the Simulate would only happen for a single tick. Thank you!

    Pathfinding also works outside the visible area, but not outside the layout, which you probably mean. In this case, you can also enlarge your layout and fix the camera in the middle. Then you can also spawn opponents out of the field of view and move them with pathfinding.

    Really? I've read somewhere that it wouldn't calculate outside the viewport for performance issues. If it does, that would help me a lot, thank you for this info!

  • Hello! I'm making an endless vertical scroller shooting game. The game will spawn random enemy waves for the player to fight against and I'm trying to make custom pattern-based movement for the enemies themselves, to add some predictability. I have tried using Car, 8Direction and Pathfinding behaviors. However, none of them is working.

    The pathfinding works to some extend, such as moving to a place in the screen, but it doesn't move outside the screen, which is something I need. So I have tried the Car and 8Direction movement, but they are not moving on Simulate Control. Simply nothing happens. Here is how I'm creating the enemies and moving them:

    They get created successfully, and when using Pathfinding they actually move, but not when using Car or 8Direction.

    I have the following behaviors and configurations set for them:

    Am I doing anything wrong?

  • Thanks for your answers! I solved it by removing all For Each/Pick All and simply using the Tiles Desert object. I don't know exactly how and why, but it is working correctly now!

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  • So I'm making a vertical endless scroller game with chaning levels. I made tiled backgrounds, and I'm dynamically creating new backgrounds once the others are out of bounds.

    I have added the Bullet and Destroy Outside Layout behaviors for the tiled backgrounds, and an Every Tick event iterating through all of them, allowing to control their overall speed as needed. Instead of moving the camera up, I'm moving backgrounds down, keeping the camera still.

    Here is what my event sheet looks like:

    Whenever my "BackgroundGenerator" (the last event) is not overlapped, I create a new Tiled Background. The background generator is sitting just outside my viewport, never to be seen or destroyed.

    However, currently it is working just fine with the first two iterations, creating two Desert tiles, except in the third time, when the tile stays imovable.

    Through debugging I have noticed that the Bullet is NOT enabled and the speed is zero, just as if it wasn't included in the Every Tick event. Why?

    By the way, I have tried For Each loops in the Every Tick, but to no avail as well.