Zetar's Recent Forum Activity

  • While sin is active have an event checking every tick which direction sprite is moving, and flip sprite.

  • I had made a "fsm" behavior before. Basically it is for agents simulation.

    However I have no idea how to present it. This demo is a good idea to use fsm. I will release latter.

    Sorry, what is FSM?

  • GenkiGenga : ah yes, I didn't though about the case where you can have food on the blue bar :p.

    I made that as a base for a simulation I want to develop, where the little "agents" can reproduce themselves, evolve genetically, etc... A bit like the game "Creatures" with the Norns, if you remember.

    I made something like this in Construct, back a year ago. I was called Flabbly. Little Male and Female petri dish creatures that laid eggs and hatched babies. It was fun to watch. I erased the file on accident though. I still have the EXE somewhere though :) I made it so you could drag a species or two into an examination area and study it. I should re-create it in C2...

  • However now that I read your post again, the Self part is actually another AI ship, right?

    So In that cars you would add a Event above all others,

    For Each ShipSprite

    ShipSprite Pick nearest to Self.x, Self.y

       ShipSprite Team Variable(NOT EQUAL)to Self.Team

       System Compare Distance (Self.x,Self.y,ShipSprite.x, ShipSprite.y)<300

         ->Set variable Self.AttackUID = ShipSprite.UID

  • Are you willing to share your CAPX, or at least a simplified one?

    So If I understand,

    You are doing something like:

    ShipSprite Pick nearest to Self.x, Self.y

    SubEvent-> ShipSprite Team Variable(NOT EQUAL)to Self.Team

              ->System Compare Distance (Self.x,Self.y,ShipSprite.x, ShipSprite.y)<300

                   ->Set variable Self.AttackUID = ShipSprite.UID

    Something like that?

  • I know you got yours working, but in order to keep from using another sprite detector, you could do:

    For Each Sprite(or family enemy ect...)

    ->Distance(you.x, you.y, Sprite.x, Sprite.Y)<100

    -->Spawn whatever. Do whatever.

    ->Distance(you.x, you.y, Sprite.x, Sprite.Y)>=100

    -->Destroy whatever. Do whatever Else

    I dont know if it would make anything better or worse...

  • This is a SUPER appreciative Forum :)

  • Woot...   I think....

  • I am playing around with a platform game idea. The player sprite will be a combination of physics objects connected with limited revolution joints. He has a base, a spring and a head on top of the spring. I want to get semi-realistic spring action when jumping and landing.

    I tried using the sin function, but it makes the physics go WILD! Cant do that... I know I can always fall back to an animation sprite of the spring, but is there a way to tie the spring type motion into the character using lerp or something? Here is the cap.

    http://www.box.com/s/a896f4472dad9ae1e8b0

    I am about to give up on this idea. If any of you can assist me and either suggest ideas or make this thing act more "playable", I might move on and create the game. (Credit is always given if the game goes anywhere)...

    Rock on Forum Buddies!

  • I seem to be getting ODDLES of Devotee badges all of a sudden? Is there a glitch, or is it catching up?

  • rojohound, I see what you mean. When I run the Lemmings example from the other thread and speed up the lemmings, They skip...

    I think I got some ideas from your example! Thanks!

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  • As far as the mouse is concerned:

    Create a button and place it.

    Create a Text Object - Put over Button

    Event:

    On Mouse Click

    ->If Mouse Over <font color=blue>BUTTON</font>

    -->Do whatever

    It automatically will see all objects under the mouse, but YOU specify which object to ACTUALLY see in the event. It ignores all else.

    I think it works the same with touch... Is that what you are asking, or am I to tired to understand?

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Zetar

Member since 19 Dec, 2009

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