ohton_the_knight's Recent Forum Activity

  • does EasyStarJS pathfinding work with platformer? i.imgur.com/3KPzZlk.gif because i did not know it could do that if it does?

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  • My game is a fast pace combat platformer where my goal was to make a really fast game where you can take out a hold room in under a second if your good enough while flying through the air i did just that but i have to much stuff that is in the game

    how do i save some frames or load and unload objects in the game

    i have over 7000 objects in one level alone and 112 enemies in that level and one boss fight and i made a state machine code for 2d pathfinding for the enemies

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  • wanted to have the ai jump toward the player with an arch like jump or spider like jump using the bullet behavior looks like one with the bullet gravity

  • making a spider enemy that jump toward to player using a bullet behavior but i can't seem to get it to work

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  • working on my laser drone i wanted it to only spawn the laser when they see the player and when they lose sight of the player despawn the laser it works when there only one drone but when i add 4 drones it spawns way to many lasers and the game starts to slow down

  • I am making a wild west platformer and i want to give the player a pet that follow them around i don't know witch would be easy to code bird or dog but i want them to follow the player where ever they go and attack enemies for the player then come right back

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  • I have a bullet that has it speed set to 3000 and it going through walls i wanted to have hitscan like bullets my bullets also bounce off of walls to oh and i have it where it call blow up or deflect enemies projectile when you shoot it and sometimes they just go through them and not do anything

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  • 8 directions maybe add a custom movement and have it move -15 to -25 pixels

    or

    try a car behavior use the back movement for that while checking the dist

    Or

    A dist check then make a compare x to player then movement

    Compare y to player

    Condition compare player y to enemy y

    Check dist maybe 600 then simulation the direction you want and use a boolean for the on hit it kind of the same for sidescroller but you just check the x and y and dist and simulate control

    there not a lot i can think of for 8 directions

  • Making an enemy that jump like the half life headcrab but it latches on to you and has a timer before it explodes giving the player a chance to get it off of ya

    How i want it to work is to predict the distance to jump at the player and calculate the jump arch while also predicting the players movement

  • There are few ways to do so depending on how you want it

    You could use the los to detect when the player is close enough in viewing range

    or

    you can give your ai a number variable call it dist then make an every tick and do set dist to distance(player.x,player.y,enemy.x,enemy.y) then just compare the distance

    Or

    Make a If hit boolean then compare player.x to enemy. X then simulation control you could use timers to let them know how long to runaway for

  • I have a character who is able to grab enemy and use them as a shield or can throw them at a enemy but some time when the character is overlapping 2 or more it grab them all how do i have them interact with only one of them instead of both of them

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ohton_the_knight

Member since 24 Aug, 2021

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