Waltan's Forum Posts

  • hmm when I try to save your project as a capx it wont open after that. Are you using R100? All I did was disable/delete your collision detection event and added solid behaviour to the zombie placeholders.

    Give it a try.

    Make them stand like that:

    <img src="http://screenshot.su/img/b5/b2/33/b5b2335c0495aef288587a8fea930b94.jpg" border="0" />

    a then move green sprite to the right

  • Hows this?

    https://dl.dropbox.com/u/13312935/Howsthis.capx

    It doesnt push them out of one another - instead it just keeps them apart. Its much simpler and pretty much the same thing.

    I'm getting ERROR while opening this capx. It can't find some sprites.

    There is no Sprites and Animation folders in your capx

    <img src="http://s40.radikal.ru/i090/1208/b0/5c2c76b52b18.png" border="0" />

  • Oh, I know how to explain what I want.

    I think that everybody played source-based games (counter-strike source, team fortress 2 etc) and you might noticed that when you trying to ?walk into? your teammate you are slowly getting out of him. That's what I meant.

  • Not sure exactly what you want, but I'd look into the 'pick nth instance' condition.

    Damn my bad English

    I want them not to do like this:

    <img src="http://s2.ipicture.ru/uploads/20120824/u5GJrkz7.png" border="0">

    Is this closer to what you were wanting to do?

    https://dl.dropbox.com/u/22615804/collision_edit.capx

    Looks like that's what I need

  • up

  • Hey Vlad,

    That reads as: Whenever a zombie is on top of another one, pick the zombie furthest away from the player and then change its vector x.

    Is this what you want to happen when zombies collide with each other?

    You could use: Zombie - On collision with - Zombie: What you would like them to do.

    I want them not to pass through each other.

    When I'm using On collision and way from .capx (instead of overlapping) it works only 1 time. Then zombie goes into zombie :D

  • So, the problem is how to make collision between the same objects?

    <img src="http://s1.ipicture.ru/uploads/20120823/1zCzw7VY.png" border="0">

    This way works fine for 2-3 objects, but fails when there is more.

    .capx

    Can anyone help me?

  • Rory vladoss - Thanks!

    How about make a little local beta-test of your game for forum members, he-he? ;)

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  • Thank you all!

  • I'm going to try to put loot pursuit on it. It's a humorous casual/arcade mini RPG I've been working on for about 3 1/2 years in construct classic.

    Subscribe to Construct videos now

    Looks very nice! If you will publish this game - let me know! I'll be the first in line who vote max \ max ;)

  • I didn't knew this would be out this month already! I really like the concept of Greenlight. I'm thinking about submitting my own game when it's ready. :) Thanks for sharing the news!

    Sure, no problem! Maybe you can tell us about your project? :)

  • <img src="http://skillgates.org/data/images/new/obzor/cs-go/steam_greenlight.jpg" border="0">

    All information about it:

    Steam Greenlight

    There are very few up to exe wrapper release in Construct 2 so I'm interested about your serious, big and long projects which you plan to make a profit.

    Share it with us ;)

  • Okay, couple of detector sprites. But there will be alot of zombies. How to make specific detector follow specific zombie?

    I was trying to make it using private variable in detector (set it to zombie UID):

    Start of layout ->

    + For each zombie - create object detector at zombie.x, zombie.y

                                 - set detector.a = zombie.UID

    Every tick ->

    + For each detector

       + detector overlapping zombie

       + detector.a = zombie.UID - set detector position to zombie.x zombie.y

    but when zombie overlapping other zombie detector's position goes wrong and I'm again start to generate thoughts like: there is another way to make it easier.

  • Hey guys. I have some problem with making Zombie AI.

    For make them move and fall I use Platformer behavior (Default controls: no).

    And their movement look like that:

    zombie.x < player.x - simulate control Right

    zombie.x > player.x - simulate control Left

    Also, they need to detect boxes and jump over it

    (if Speed = 0 - [idling] - simulate control Jump)

    But if there will be 2 boxes and one of them will on top of other and zombie needs to destroy first, and then jump over second.

    I tryed to make some kind of detector (sprite with bullet behavior) and it works kinda fine but i'm think there is a way to make it easier.

    Want to see your suggestions :)