maui_devee's Recent Forum Activity

  • I think I must have posted in a confusing way, because I'm currently trying to replace the wait with timers to avoid confusing bugs like that one

  • Finally. I've rooted down the issue. It's a "for each" found when firing the bullet. I haven't pinpointed exactly why that in particular is an issue, however, its not as simple as that. Certain multi-barrelled turrets need delay on their fire to be effective, but when I remove the fore each, the delay doesn't work. This is because of the "delaytime" variable being a system wait. Now i understand why the bullet's being cleared was slightly delayed. This post isn't necessary, but I just want to express my joy after identifying an "unsolvable" issue to me.

  • Thanks for the advice. For know, I'll follow some of the optimisation I didn't think of. In particular, reworking IsDead and making a custom action where the ship only checks health when it takes damage. Then, I'll update the results.

    Also, I haven't found any performance issues, but optimisation never hurts

  • Oh, and that "IsDead" variable is used for ships which are "dead" and need to update certain variables before dying

  • This is that complex, probably unnecessary system

    All of the ships in the game will post their important information to this array which is just a glorified global variable. This is used in several cases where "picking" gets confusing, like having two enemy ships communicate with each other.

    AITargetID is for enemy AI to find where to focus their AI onto.

    TargetID is for turrets to find which target to fire at

  • I've been making a space themed, semi-roguelike as a passion project for about 1 year (6 months actual work). Before I explain the bug, i need to explain some strange choices I made in the game for some reason:

    - Ships are split into:

    - The ship

    - The turrets

    - The barrels on the turrets

    - The bullets shot from the barrels

    - These are part of a family called "FullShip"

    - I used block code in this game instead of JS

    - There is a separate ID system from the UID, where every ship has a unique ID. All of the sprites in FullShip use this ID system. This is used for enemy > player AI, checking if a missile is out of its parent ship's range, etc.

    - I only used around 3 basic behaviours in this game, which was somewhat stupid, but that shouldn't be too much of an issue in particular

    Anyway, the main bug is that when a ship is destroyed, after a split second there is a small chance that every single bullet on the map gets destroyed. Due to how some parts of the game works, not only is this frustrating to look at, but can ruin certain moments. The REALLY weird bit is that when I disabled all the code that destroys a bullet (including code with families), the bug still happens. I created a separate build in which I found that the bullets were certainly being destroyed.

    So, what's the deal here, Have I not given enough info or is this bug just too vague?

    Tagged:

  • Yo thanks, really appreciate it. Now for the final frontier for some of the stuff i wanna make

  • Just a bit interested as this applies to my game and usage in other engines.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Accidentally added an image from another game, whoops.

  • I am basically crying inside right now. This is a follow up to a previous idea I have tried to implement and basically what i am trying to do is add an ID system to my spaceship-based game in which AI enemies on the same team can share things like their target's X and Y position, Leader's X and Y, etc.

    There are three attempts i have made to try and implement this:

    Unfortunately, none of these have worked. This is one of the core aspects of my game which i hope to release by up to the end of march and if anyone knows the answer to the the initial question.

    Tagged:

  • Thank you for your help, i have been stuck on this for days. In case it might help i will send a screenshot of what the code should end up like if it helps.

maui_devee's avatar

maui_devee

Member since 27 Sep, 2022

None one is following maui_devee yet!

Trophy Case

  • 2-Year Club
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Email Verified

Progress

5/44
How to earn trophies