AnD4D's Recent Forum Activity

  • fassFlash

    Any luck on this? Or is it working fine for you? I thought a turret defence games would be easy with C2. If I have predetermined levels, then yeah, it should be easy, but I wanted to have the player be able to change the path on the fly.

  • fassFlash

    Sorry, yeah, it's in Beta. I haven't noticed any issues. It's pretty good so far. If I change it to every 0.1 seconds rather than ticks, it seems to work quite well, but it doesn't look that great. Also, sometimes the units (otherwise known as arrows at the moment) just walk through the turrets. Not great at all...

  • fassFlash

    Doesn't work when I change it to Every Tick. The arrow just sits there. Can you replicate it using the attached example?

    Not changed my Avatar left, still working on it :)

  • Hi guys, I'm having trouble with the path finding. I would like to know if there is a way to clear the path. For some reason, the units just 'usually' follow the original path set out for them, and walk through the solid objects. Not sure why. I believe I can get around it by creating a new object at the location of the current unit, and then delete the original, but that is one heck of a crazy work around.

    Any ideas?

    Link

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  • To reach the player <img src="smileys/smiley1.gif" border="0" align="middle" />

  • With the help of users on this forum, I've reached a pretty good point in the development. I can have many NPCs walking around and navigating the level pretty well.

    The problem comes when I want the NPCs to change what they are doing. Their standard action is to randomly walk around the level, however, I also have a system in place that has them shoot objects out in front of them, which get larger until they hit a wall, at which point they are destroyed. This is to replicate their field of vision, so certain parts are obstructed by walls, but NPCs will still be able to see the player from the 'corner of their eye' so to speak.

    When these field of vision objects hit the player, it spawns a remember point at the players location, which the NPC should walk toward, and hopefully be updated when the field of vision again hits the player. This will allow the played to hide from and escape the NPCs.

    In any case, I hope I explained that well. The problem is that I struggled to have the field of vision objects relate to the correct NPC, but I think I have that sussed. The issue comes when I want the NPC to follow the player. For some reason, once they have found the player, they just walk straight into a wall and get stuck. I cannot see what I have done wrong.

    I'd also like to know if there is a way to simplify what I have done.

    Link

  • Very clever! Thank you very much!

  • Regarding the lights part first:

    I have a system set up where if you approach a wall, the texture will change to show that it has lit up. It works, but I want it to work for every member of a family, which means that any character will light up a wall when they walk up to it (NPCs). It's not working out that way though. It will only light up when the player approaches the walls, and I can not figure out why.

    Regarding the sliding Door:

    I'd like to have it so that when these characters approach doors, they will slide open. They are 64 pixels wide, and I'd like them to slide open when characters approach. The thing is I can't think of a simple way to do it. I want it to reverse back on itself around 60 pixels when the characters are a certain distance away. Then, when nobody is close enough, the doors will move back into their original position. I'd like to do this using the sine behaviour, but I can't figure out how. My only options are horizontal and vertical, rather than forward and backward.

    Hope I'm making sense, and I hope somebody can help with either or both of these issues :)

    Link to game

  • Can you provide a capx rather than a project?

  • Not sure if this is the easiest thing to achieve just yet, especially if you want the cars to react to other cars. Using the path finder, you could have key points around the track which your cars will target as the destination, and then when they get close enough to the next point, the destination changes.

  • 2) About Tiled Backgrounds. The ones currently supported are a bit of a black box. The manual doesn't tell you much about the algorithm for tiling (size, does it recognize mirrored tiles).

    I haven't made an in-depth search on the subject on the forums and there is bound to be some info around. What I know is that there are some plugins around trying to provide a more "orthodox" tiling functionality.

    Imagine a 32 pixel squared chequered box. You can then increase the size of the sprite and the image will loop perfectly. I use it for space backgrounds. It is great for seamless textures. Give it a go, it is really easy.

  • Keeping it short and simple because C2 is already quite cool (and I am sure that there must be a lot of these kind of lists around in the forums):

    -Reverse animation flow action

    -Sprite frame optimization (if two or more frames of the sprite are the same they don't get included twice)

    -Tiled Backgrounds

    Hi Alcemon,

    What do you mean by reverse animation flow? I found that if I put a minus number in the speed it plays it backwards. Also, don't we already have tiled backgrounds? Is there something you don't like about them?

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AnD4D

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