LittleStain's Recent Forum Activity

  • Should be as sinple as

    on button pressed - load shot

    on button released - shoot

    maybe you'd like to add a wait action and set a boolean variable, then you could check for the boolean in the on released event..

  • Basically

    A collision triggers when the collision polygon of one object overlaps the collision polygon of another object..

    Your animation frames probably have different polygons..

  • Stop the timer?

  • I don't have the time to make your program for you..

    You can get the information which marker you clicked, so all you have to do is compare that to be sure the marker you want to be clicked is clicked.

  • Basically you need to know what you want your enemy to do under what conditions..

    Then all you need to do is write the events and attach the actions..

  • The basic way to do something like this would be to have a global variable, set it on the first layout and check the value of this global variable on start of the second layout..

    If the condition is true create object.. (or if the condition is false destroy object, whichever suits you best..

  • I'm pretty sure I've seen tutorials about this specific subject..

  • For me the most efficient way to prevent physics from slowing down my game has been not to use physics..

  • like I said you shouldn't use the pathfinding for the movement..

    on path found just make the enemy move one spot in the direction of the first node of the pathfinding..

    So every time the enemy has his turn, first use pathfinding to find the path to the player, than use the grid movement to move 1 square..

  • LittleStain - Ok I know you've been hit with this one a lot and I appreciate your time so I'll be quick. How do I make it so the green block can only move once then stop, and then the AI Let's say a purple block takes a turn moving toward the green block position and stop. So the other one cannot move until after the other ones turn. How do I make the AI block do this on it's own?

    Group activate and then deactivate maybe? Is it possible?

    Thanks

    shouldn't be that hard..

    To create the turns you'd need a switching global variable..

    Based on who's turn it is either the player would move or the enemy..

    you could have the enemy find the path to the player using pathfinding (without diagonals) and have it move in the same way as the player..

  • Well yeah, that will not work..

    How to make a request:

    The basic usage of the AJAX object consists of:

    • Use the Request action to load a URL.
    • A moment later after the request completes, On completed triggers.
    • The LastData expression can be used to access the content of the response.

    There's an event "Ajax on completed", which will trigger when the request is completed..

    Before the request is completed, you won't be able to use the ajax.lastdata..

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • LittleStain I tried the ajax option but the problem is that the project snap

    can you check the screenshot to see if I am using the ajax correctly

    "https://drive.google.com/drive/folders/0B1pGW-xaP8VfMXVpRWZPZVo2Y0U"

    If you could give a link that I can open, I could take a look..

    This link can't be opened..

LittleStain's avatar

LittleStain

Member since 26 Apr, 2011

Twitter
LittleStain has 4 followers

Trophy Case

  • 13-Year Club
  • Email Verified

Progress

14/44
How to earn trophies