Toby R's Forum Posts

  • This is a built in functionality.

    [quote:8y22r9q9]Predictive aim

    A useful feature of the Turret behavior is the ability to use predictive aim.

    https://www.scirra.com/manual/152/turret

  • AI aggresison. Chase and kill. — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-templates/ai-aggresison-chase-and-kill-2023

    <p>This template shows how to implement aggressive enemy AI to your top down shooter or RTS game.</p><h3>The Game</h3><div class="deshr"></div><p>You are a zombie in the woods. There are also two hitmans whose job is to find and kill you. They are patroling their spots and once they spot you they will chase you until they kill you.</p><p>Hitmans have a gun which have a limited range so they have to get close enough before they shot.</p><p>As a zombie you can hide behind trees and crates so they could not see you.</p><h3>What this template shows</h3><div class="deshr"></div>

    • How to make enemy aggressive once they spot you.
    • How to make enemy chase you no matter where you hide. Enemies cannot see, move or shoot through "walls".
    • How to limit shooting enemies range of shot and make them come closer before they make shot.

    <h3>Technical details</h3><div class="deshr"></div><p>This template does not use any external plugins.</p><h3>Credits</h3><div class="deshr"></div><p>Assets used in this template comes from Kenneys free assets. Thanks Kenney!</p>

    Use this topic to leave comments, ask questions and talk about AI aggresison. Chase and kill.

  • Does anyone knows where can I find license data for assets from http://rpgmapshare.com? I see almost every asset is marked as "Usage: Personal and Commercial". But I see no word "free" there... so I'm not sure if I can use these assets in my game or not?

  • It really depends what you mean. I assume you are talking about Multiplayer object (WebRTC channels). Well designed real-time multiplayer game is the game where peer/client cannot cheat. It means that any action which has an impact on the game and the "fairplay" should go through the host and he is the one to say if this move is correct/allowed or not.

    But obviously there are some action which does not affect overall gameplay, for instance when player goes to the menu and change some setting (sound volume - that is trivial, but you know what I mean) then there is absolutely no point to inform host or other players about that.

    Basicaly when you write multiplayer game it's you (the designer/developer) who decides which data gonna be sinchronized and which won't. Multiplayer object just gives you great tools to do it.

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  • I am sure they are. Try to put a lot of assets to the second layout and try to switch between them with System -> go to layout. You will notice that the first time you go to layout 2 takes time, but already second time is very fast (at least on the devices which have enough RAM to hold the data).

    I think it's pretty good practice to put the assets on the first layout because it's the only one layout where you can implement the progressbar, so player at least see that something is being loaded.

    But! It obviously depends on the project size. I think it's a good practice only in a medium size projects. For small projects there is no point since there are usually few small assets. ,

    Now in big projects you might have really a lot of stuff which would be really a pain for user to wait for all of them being loaded. In such case you should have it organized on the layouts that use them.

  • I doubt anyone can help you based on information you provided. Explain exactly what is going on. Posting capx would be also very helpful.

  • I wrote one multi-threaded Java server for WebSocket connection with AS3 game. It is pretty cool but it's more like for turn-based games/chat. Real-time games need peer-to-peer connections to works smoothly. It's fun experience, GL with your game.

  • Yeah... like 10 years ago we were playing monochromatic "Snake" game on our mobiles and had a lot of fun. Who would expect that we will have a real computer in our pockets soon.

  • True. Nice animations... he's funny even when he is just walking haha.

    BTW: You should provide a license file to the zip. Otherwise it's just kinda risky to use it for anyone even when you say here that it is free .

  • Wow it is beautiful . It is amazing how technology which was once available only for well written compiled desktop apps is now moving to browsers and mobile devices.

    And you can do a lot of stunning effects in C2 as well (even without external plugins), it's all about creativity and knowledge .

  • For checking whether it's a numeric value or string you can use System -> Is value type.

    Regarding styling (arrows), TextBox you have to style with CSS. There is something mentioned here: http://stackoverflow.com/questions/2337 ... firefox-29

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  • Allright... maybe I overreacted with this "horror"

  • Because it would be a pure/raw string data. XML for 800 values would be pretty big so to use it in a comfortable way you would expect collapse/uncollapse options for nodes and surely a syntax colorization. C2 does not have XML syntax colorization for string values. I could use a second editor only for this XML but then again it's getting messy to me. I like code to be tidy and readable.

  • That's the point. Constant keeps the value every tick anyway that's why I'm asking if there is a purpose to allow checking both checkboxes for constant and static value. Thoutght maybe C2 engine treats constants and static constants somehow different for some unknown to me reason. But I guess it's just a "dummy" option in the editor.