spacewarguy's Recent Forum Activity

  • Wow, that's amazing! Especially like the lighting. Though I have no idea how you did any of it... <img src="smileys/smiley17.gif" border="0" align="middle" />

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  • I don't mind a forum change, but I do love my search bar... :P

  • Wowzers Zotged, that is one of the best shop backgrounds I have ever seen!

  • Hi ISaySup,

    It's pretty simple- in your event sheet, when you create a condition, select the Player object and then choose the Compare Private Variable option. Then simply choose the variable you wish to compare (health or whatever your health variable is), select Less or Equal then enter 0.

    Like this:

    Player: Value 'Health' Less or Equal to 0

            Player: Destroy

  • Hi everyone! I've being having a little problem with the in-built RTS behavior in CC now for... er... I think it's been about a year now? <img src="smileys/smiley5.gif" border="0" align="middle" />

    Anyways, I've got this little top down game set in a zombie apocalypse. It's open world, and has a relatively large game world, so I knew I'd be pushing things a bit (plus I've probably done some stuff inefficiently). The AI NPCs, which consist of two objects (legs with RTS behavior, body for targetting/shooting), seem to have probems with the buildings.

    Here's a screenshot of a section of the game world:

    <img src="http://i47.tinypic.com/b9gcia.png" border="0" />

    The only solid world object is the walls, which are 3D cubes placed in a grid. Each cube is 60x60, while each building is 9 cubes long. Each building has a two cube wide doorway. The AI (zombies) moves to a random spot every 10 seconds or so when it doesn't detect the player, while when it does detect the player it moves towards him/her.

    When the player enters a building though, and the AI has the player detected, the FPS drops like a stone to about 10 FPS or so. Also, when there is more than about 10 zombies on map at a time, the game just drops to 1 FPS from the beginning of the game. The RTS behavior is set to a cell size of 60x60, any higher an it moves odd and haves difficulty navigating.

    Is it just because the AI hates moving into confined areas with small entrances, or just because Construct's RTS behavior isn't designed to be used like this?

  • You could use the Orbiter plug-in for a simple option if you just want objects rotating around another. However, it isn't very dynamic looking.

  • Hand drawn C-7?!

    Some more REMIX shots:

    <img src="http://i48.tinypic.com/2nqrt5k.png" border="0" />

    <img src="http://i47.tinypic.com/34t74u1.png" border="0" />

  • You could try this example:

    scirra.com/forum/tbgs-top-down-combat-ai_topic44874.html

    I made that awhile ago, it could help as an example. But I wouldn't advise using an exact copy of the system, it's fairly buggy.

  • Nice, C-7! Is the background prerendered or a model? Nice lighting, too!

    And thanks to everyone else for the comments! :)

  • Yea- basically, the way I see it, go for CC if you want something more complete and is designed for Direct X, or go for C2 if you want something in healthy development, in higher quality and eventually will be able to do a lot more. You'll also be helping the developers by purchasing it, if you choose to do so.

  • As you said, CC has more functionality than C2, and therefore (as far as I know) can do more than C2. However, also as you said, C2 will eventually become far more advanced than CC.

    Personally, I'd learn a bit with CC as a beginner, as both have similar styles, and then move to C2. I'm sure others have a better opinion than me.

  • Looooong time ago I started work on a game called Space Conquest... think I made a forum post awhile back... anyway I've come back to it and I'm this time I'm hoping to make it a worthwhile game.

    <img src="http://img832.imageshack.us/img832/4237/spaceconquest32.png" border="0" />

    <img src="http://img72.imageshack.us/img72/9707/spaceconquest37.png" border="0" />

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spacewarguy

Member since 21 Nov, 2010

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