umutgunay's Recent Forum Activity

  • The 8direction behaviour tip it's just so they dont go through walls. Seems to work fine on my side.

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    There is something I don't understand:

    All events and actions remain the same. Just adding 8 direction behavior solves the problem of getting stuck in solids. Is that right?

  • The 8direction behavior doesn't seem to be the right choice for finding the path. It's not possible to make the enemies chase and escape in 8 directions.

    I tried to combine the pathfinding behavior with the car or bullet behavior, of course it was very laborious and complicated. It didn't work the way I wanted.

    The only way to make enemies chase me in complex terrain is through the pathfinding behavior, and it works terribly in Construct.

    All my work went to waste because of the things I wanted to do but Construct couldn't.

  • Hi.

    I understand that you want the player to move at the click of the mouse, and the enemies are constantly approaching him.

    I see that your enemies are able to attack at a distance, for this you made a distance check?

    In general, I understood how to understand, there all simply periodically (every 0.5sec) all enemies look how far they are from the hero and if more than 100 then they go to him.

    Download File *.c3p

    The Enemy sprites behave very consistently with the way you prepared them. As far as I understand, when creating the event conditions, instead of running all events together, setting each as a sub-event of the other and creating an algorithm makes them behave more logically.

    _________

    What about this?:

    I haven't seen a sprite get stuck in a wall yet with this method, they move fine. I like it but they go through walls.

    This is all confusing to me. I've watched all the tutorials and read all the topics, but it seems like there's no one way to do somethin

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  • Sorry Construct. Pathfinding behavior is a complete disaster. I'm disappointed.

    https://dosya.co/5jdmqbup4anr/Test_Pathfinding.c3p.html

  • Now I've made it as simple as possible. Again, a lot of enemy sprites are stuck like a mouse touching sticky.

  • Hello everyone

    To solve the problem, I prepared a very simple event sheet with very simple sprites. All events are as they appear on the screen. The sprite named Wall has a solid property. When I clicked in front of and behind the wall frequently (when I triggered pathfinding very often in a row), both the sprite I was directing got stuck on solid and the enemy sprites following me got stuck.

    I think the problem is not related to me now.

  • I removed the Solid behavior for the house.

    I added a different solid sprite and placed it invisibly on the map.

    I created the following event and action in case the calculations were wrong:

    On start of layout / regerenate pathfinding obstacle map

    I rechecked all the collision points in all the sprite's animations (all the same).

    I moved the sprite's focal point to the center for all the animations.

    I rechecked all the events and actions.

    Still the problem persists.

    So I added:

    Sprite / On Pathfinding failed to find path / sprite move forward 30 pixels.

    Of course it's ridiculous but at least it pops out when it gets stuck.

    It works but it doesn't look right.

    I'm not happy about this at all.

  • Let me make a correction. When I destroy the house in Debug mode, the polygons remain there. That's probably why destroying it doesn't work.

    If the sprite gets stuck and I change its position and move it away from the house, it continues to find its way again.

    By the way, I like the idea of ​​creating masks while I'm behind the house. I'll learn about it.

  • To give details;

    All collision polygons in all animations are exactly the same.

    To understand what is happening there, I added flash behavior to the sprite and;

    -Event:

    * Sprite on pathfinding failed to find path

    * Is overlopping House

    - Action:

    * Start Flash.

    I ran it in debug mode. When the sprite is squeezed by the house, it cannot find the path, and flash is activated. However, when I destroy the house, flash does not work and the character does not move anymore.

  • I tried with the following values:

    ________

    Cell Size: 16

    Cell Border: 80

    It worked but it was too far from home.

    ________

    Cell Size: 32

    Cell Border: 20

    It worked but it was still too far from home.

    ________

    Cell Size: 16

    Cell Border: 10

    It didn't work, it got stuck.

    ________

  • There is a sprite with pathfinding behavior that is visible in the video and there is a house sprite (with solid behavior). The other things that are visible are on different layers.

    When I tried like this, it was jamming:

    Cell Border: -1

    Then I read on the forum that as you increase the number, the sprite stays further away from the solids. So I increased the number but nothing changed.

  • I thought this forum was active

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umutgunay

Member since 21 Aug, 2024

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