lukezero's Recent Forum Activity

  • Hi guys!

    I'm developing a Top-Down (4 direction) game in which the enemy chases the player when they see him, but how do I stop him from getting stuck on the walls of the stages?

    I've already tried to make him avoid walls when close to them using Compare X and Y, but still without success.

    Below is a print of the enemy's AI programming:

    iili.io/daO0gaf.jpg

    Suggestions?

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  • R0J0hound Sorry to bother you, but can you help me with this doubt? ^^

  • Hi.

    Can you describe in words the algorithm of the enemy's behavior? Or we need to find this game on youtube to study the enemy carefully to help you.

    Hi! Below is a screenshot of the AI ​​programming of the common enemy in my game. Thanks! :D

    And below, a Goof Troop video:

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  • Hi everyone!

    I'm developing an eight-direction game and I'm trying to implement (unsuccessfully) the AI ​​of the common enemies from the game Goof Troop into my game.

    I tried using Line of Sight, Pathfinding and Timer, following examples from Construct itself, still without success. :(

    Can anybody help me?

    Thank you for your continued attention and collaboration.

  • It wants me to create an account to download.

    I was just saying these two should be the same.

    sprite: timer: is timer running "foo"

    system: pick by comparison: sprite, timer.duration("foo") <> 0

    The "<>" means "not equal to".

    Anyways, the rest of my other post was the reasoning why it would be the same. You can ignore that.

    Ok. Thanks, dude. :)

  • Probably comparing timer.duration(tag) <> 0 would work.

    Once the timer finishes any expression with the tag will equal zero.

    Dude, I´m not a programmer. I'm a designer (tired) and trying hard to make a simple game. ^^

    If you don´t mind, can you help me with my C2 example? (it´s a shooter/hack 'n slash with a simple horde system)

  • R0J0hound

    For example, how can I replace in Construct 2 the paramater for Timer "Is timer running" command with another one in the third line of the attached C3 project?

    https://drive.google.com/file/d/1xL7J-6fcYV0DROR24FHLW_w1j78QgD4a/view

  • You could open the c3 examples and just manually replicate it in c2 events since it will be similar. Or at the very least it would give you ideas.

    Roughly it seems to mostly be a matter of creating a bunch of physics objects with a force toward the player or some variation of that.

    I tried to replicate some C3 examples, dude, but C3 have some news features.

    For example, the C2's Timer behavior is incomplete compared to C3 version. :(

  • Hi guys!

    I'm trying do make a Vampire Survivors-like game in C2, but I'm not able to do it, because the examples I found here are all from C3.

    Does anyone have a C2 basic example of spawning a horde of enemies against a character?

    I thank you in advance for everyone's attention and collaboration.

  • Put Scroll To behaviour on an invisible sprite, this will act like a camera. Then have the sprite slowly move to the right with events such as set sprite x to self.x+value or something similar.

    I did it!

    With System every tick > Scroll to scrollx+1, scrolly

  • Put Scroll To behaviour on an invisible sprite, this will act like a camera. Then have the sprite slowly move to the right with events such as set sprite x to self.x+value or something similar.

    Thanks! :D

    Isn't there a way to do this without using an object/sprite?

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lukezero

Member since 4 Oct, 2014

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