SoldjahBoy's Recent Forum Activity

  • Yeah I'll see if I can make an example of this a little later today when I get some time. I have a few things on today, but later on I should be able to throw something together

    ~Sol

  • > Here is an example capx file that I made - doing (I think) what you are wanting to do.

    >

    > I'm trying to teach you to "Fish" for yourself - so next time you get hungry, you can catch one yourself. If someone always feeds you a fish, you will one day starve without knowledge.

    >

    > I hope this helps you to learn what variables are and how you can use them.

    >

    > https://dl.dropboxusercontent.com/u/604 ... elect.capx DOWNLOAD EXAMPLE

    >

    > ~Sol

    >

    It wont open it says the textures are missing

    There are no "textures".

    What version of Construct 2 are you using?

    ~Sol

  • Just keep in mind that your total value for the cell size and border size is in pixels... a cell size of 20 means it will look for gaps at least 20 px in size... and the cell border will add to the overall size (keeping that distance away from walls/solids)

    I suggest keeping the border size smaller (only 2 or 3 pixels) just to keep enemies from "Scrubbing" against walls... but a cell size of around 20 should be fine.

    If you make your doorways and corridors around 30px wide or more with these parameters, you shouldn't have too many issues. Also keep the path re-evaluation time lower, that will help with over-all performance. You can even combine path finding with normal "is with range" of the player style AI - so if the enemy is within X pixels of the player they will not use path-finding any more, but rather rely on direct line of attack.

    If you make your doorways even larger, use a larger cell size - it will be faster. Just remember that it's bascially cell size + border for the minimum gap. You willwant at least a few pixels in "grace" so the pathfinder can work a little easier. I always allows like 10-15% extra space at least

    ~Sol

  • Wonder Woman looks smexy....

    Nice work, again... and again and again!

    ~Sol

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  • No problem... sometimes just talking about an issue can cause a brainwave that fixes it all by itself

    If you still have trouble post here again

    ~Sol

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  • newt still lightning fast on the draw...

    ~Sol

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  • How are you following the character? System -> scroll to object?

    Are the different versions of your character the same object just with different animation? Or are you suing two different sprites for each form?

    ~Sol

  • I have a lot of instances of the same object in my current project. I assign an instance variable to the latest created - and a global variable to match the latest created object.

    When an instance of a particular object is created, I use an instance variable (called ActorID) that is set to the current "actor.count" as well as the global variable.

    Maybe something like this will help?

    Variables are awesome...

    ~Sol

  • Is your game tile based?

    You can easily "take water" from a tile (clear the tile to "air") then use a tile comparison (overlap at offset) to determine if the tile should be water gain shortly afterwards... or just make it so the water tile never actually disappears at all and just "take water" with whatever method you're using.

    ~Sol

  • You can fire a fake raycaster object - I do this with a few projects.

    You make a bullet object the fires *super fast* before your shot to measure targets and solids.

    It's basically an invisible bullet that fires at a hugely fast velocity - then use that data to return some info.

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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