fieari's Recent Forum Activity

  • I'd like to add the little I know about Construct to the wiki. Username: fieari

  • So, I've just discovered why the platformer tutorial states it's best to have an invisible rectangle be the "real" player / enemy / whatever, with the graphics on top of that. And the implementation for the player works very well.

    But how do you do it for enemies that have multiple instances in a level?

  • Dynamic Path Movement - OK so path movement sucks becuase it just follows a single path... but how about dynamic path movement? Draw your path(s), with intersections and all... and the object follwing the path will randomly choose which part of the path to take! This would be awesome for example say, enemies that could go along several corridors in a top down shooter game, but you want an element of random choices instead of knowing exactly where the enemy will go each time... or cars being able to pick which road they want to drive on. Turn here or go straight?

    Can I second this request? Except make the path it chooses A*, not random. With events, you could change the weight of nodes for pathfinding, which would be able to mimic the random pathfinding behavior he requested.

  • Bah. Swapping the order so that the floater group is above the walker group fixes it in my main project, yet in the test cap the order makes no difference. I don't get this. At least it's working... for now.

  • This is odd. Making the above changes, to the walkers only, does fix the problem in the example cap I uploaded. Exporting those changes to my main project does NOT fix the problem. Exact same code. I also converted the sub-events of the floater group (not needed in the cap above) and it still doesn't work.

  • If you have to do all that, it's got to be a bug somehow... sheesh!

  • Ah, pity. Okay, I'll try to muddle through...

  • Thank you for pointing out the "Pick" condition, I hadn't realized its existence.

    Unfortunately, it does not fix the problem. Exactly the same behavior occurs.

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  • This tutorial project isn't on hold, is it? I'm particularly hoping to see information on how to set up menus, cutscenes, and save games...

  • I'm not sure why this doesn't work.

    In the attached cap, the grey skeletons have MoveType=1, while the red skeletons have MoveType=2. MoveType=1 means they'll walk till they reach the end of the platform, then turn around. MoveType=2 means that it'll only turn around once it hits a wall (I've given the red skeleton gravity=0 for floating purposes).

    Use "Destroy on startup" to delete all the grey skeletons, and the red ones work perfectly. Do the same for the red skeletons, and the grey ones work perfectly. Have both in the same sheet, and they start glitching out.

    Help?

  • Sounds like a job for TimeDelta!

    Give it an initial speed. Each tick, subtract some multiple of TimeDelta from its speed. It'll go out, eventually slow down, turn around, and accelerate back to you.

    More complicated events could make more complicated behaviors of course.

  • Ah, I see now. I think the "Jump" name is hard coded into the Platform Behavior, just like "Move Down" is (for purposes of jumping down through platforms). Just one of those things. Hopefully this will be changed in the future.

    You can work around it by making an event to tell your platformer to jump when YOUR jump button is pushed, and then set the default jump button to something out of the way.

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fieari

Member since 21 Jan, 2009

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