Baconizer's Recent Forum Activity

  • Works

  • Yes that´s work, but would you mind to chek the post "EnemyAI" and see what is happening there when you have free time? By pressing SPACE you can spawn more enemies. Spend a few minutes lookig how one enemy behave, because that´s perfect behaviour and then observe 4 spawned enemies...that is exactly what I say

  • I´m not sure why my game is not working properly then...just one enemy, does exactly what it has to, if I added more enemies they get odd

  • You can just check this in another post of mine, there is a cap in which you can see how it works.

    Overlaping at offset its for collisions, Im talking about private variables bugs

  • Step 1:

    Create an sprite and give any behaviour that allows movement (for example, platform behaviour)

    Step 2:

    Create an sprite for an enemy, with some particulary easy to see animation, for example, an arrow.

    Step 3:

    Insert this code

    "if enemy.x > player.x {set enemy.angle=180;} else { set enemy.angle=0;}"

    Step 4:

    In the layout, Ctrl+MouseLeftButton to make a copy of various enemies.

    then run the cap and observe that not all the enemies turn around, some of them wait until tle player moves his X to the greates or lowest position. So, some of them turn around some of the other doesn´t....nosense.

    This makes coding an enemy AI really difficult.

    But you can make this works by inserting "for each enemy" condition, however this only works in this case, when you have private variables and the number of the sprites is big, you cannot use "for each" condition, for other reasons, because its not supose to work like that....so there is no way to clearly separate the behaviour of several enemies of the same object

  • I upload another try, keeing things simplier just to see the failure. They do jump and seems to attack and spawn hitboxes randomly, but they are really messed up. Watching the debugger, they are attacking and the value for "action" its not "atttacking", what should be. The keep sharing behaviour in a way, just one cat do it perfecttly well, stop in mid air or wherever to attack for example, more than one cat never stop their vertical speed...

  • R0J0HOUND come at us, pleaseeee!

    Anyone at Scirra?

  • they did not spawn the coloured cirlces at the same time? did you try that about changing angle for every enemy?

    i have them juming randomly too here on my c, but when its more than one you should look at them very closely to see how tehy beging to get buggy. From animations hapenning in the states they are not, movement bugs, they cannot go acrros de vertexY of the player and they do sometimes, they supose to be attacking but spawn nothing....

  • Anyone check this? I´ve seen some downloads but no answer yet...I´m really mad about this, i think idoesnt work correctly

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  • I think this is a Construct BUG, no reasons for this not to work, it just messes up

  • I´ve got the same problem, try to look for my psot in this forum "Enemy AI goes crazy", i uploaded a cap file, you can spawn enemies hitting space, and watch how the behave,its really odd

  • Oh1 I´ve realize a picking issue. if you have several instances and the code: "if player.X>enemy.x (enemy.angle=0)" and "if player.X<enemy.x (enemy.angle=180)" not all the instance turns to the player, but if I use "for each enemy", then it begins to work properly. it is has to be that way? it is suposed for every enemy to turn around without the "for each" action right?

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Baconizer

Member since 17 Nov, 2014

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