lukezero's Recent Forum Activity

  • I just love to think about possibilities to achieve something. Maybe the case you brought fascinate me to actualize the idea. Hopefully I can work on it in weekend.

    If I had your expertise, I would do the same too. It's amazing to see a no-code engine make independent projects viable for designers, beginners and enthusiasts.

    I sent you an email if you have time and can help (more than you already do). :)

  • The easiest way possible to make enemy chasing player while avoiding building is just mimick player movement with sort of delay. When player moves he will drop kind of trace/trail as waypoint for the enemy to follow through. Waypoint can be spawned when player make a direction turn or timed every x second.

    Hi Alex! You're are a true ray of light in the Scirra community. :)

    It's a good solution, and I haven't tried it yet.

    I'm making one last attempt using Pathfinding and Line of Sight (but I still don't understand their malfunction).

  • Still unsolved. :(

  • I often hit barrier that stop the progress and turn me down a bit. Yet I learn and try something new; alternatives way or workaround. It is an adventure for me to discover and un-puzzle mechanics under the hood.

    When things got worse I just switch to another project and eventually comeback to troubleshoot the game.

    The problem with Construct is that we have to rack our brains to manually implement its behaviors that don't work well in practice. In this case, it is Pathfinding and Line of Sight.

    Because of this, I had to program the AI ​​having to recognize the axes (X and Y) and make the enemy move reactively based on the behavior of 8 directions.

    This is why users like R0J0hound often provide solutions based on mathematical calculations, not through the engine's behaviors.

  • Well for the last example some parts derived from R0J0 example that modified with approach & feature I had in mind. Most examples I shared in forum made by me.

    Take your time to grasp how things work. It's really rare in my experience executing an idea in one take.

    Thanks, man. I'm still doing many tests with my game, but I've no progress until now.

  • It may be not easy to understand, but following example does the job avoiding obstacle for perfect grid movement: dropbox.com/scl/fi/9e9w6kcpfa024h1bsq0zy/path_touch.capx

    Are all these examples yours?

    With the little time (and energy) I have lately, I still haven't been able to implement the programming logic from your last example in my game. :(

    (I think the checkered floor creates a grid that makes the programming logic different from my 4 direction game.)

  • It may be not easy to understand, but following example does the job avoiding obstacle for perfect grid movement: dropbox.com/scl/fi/9e9w6kcpfa024h1bsq0zy/path_touch.capx

    Thanks, dude. I´ll study it now. :D

  • It means adding additional angle deviation (taking turn) from 10 degree to 90 degree with estimation of 3/10 fraction. If the interpolate estimation value is 1 it means reach 90 degree immediately at full fraction. It's an old code anyway that should be replaced by anglelerp so it would be Self.Angle + anglelerp(10, 90, 0.3).

    Ok! Thanks!

    The characters in my game don't rotate, as they have the classic 4-way movement of Top Down games. What I need is a basic AI that smoothly dodges walls while chasing the player character.

  • alextro

    I think I need to use those lines of code below, but it still don't work well in my 8 direction game. :(

    i.ibb.co/fDBLwcs/Print.jpg

    Can you explain what do these three Lerp values reference? (10, 90, 0.3)

  • It must be dropbox problem. I uploaded in google drive: drive.google.com/file/d/1TyAIiT_5zJYe7PxF1ocfk7xsKVbiSwq3/view

    Thanks again!

    Studying it right now. :)

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  • You will likely to incorporate path finding for that.

    But hey i got old example maybe simply work (by rotating themselves):

    https://www.dropbox.com/preview/Public/auto_missile.capx?context=search&role=personal

    Thanks, dude!

    I couldn't download the file, it says the folder is non-existent. :(

  • > > Give them a push: dropbox.com/s/4tjnro8xiy4j6tm/sesame_instance.capx

    >

    > or

    >

    > > Pushing away from obstacle example: dropbox.com/s/elew687p4kdy9of/Avoid_Obstacles_PUSH.capx

    Unfortunately it doesn't work well, as the enemy keeps slowly shaking on the walls, until they come out of it towards the player character. :(

    I would like something more natural and soft.

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lukezero

Member since 4 Oct, 2014

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