Nimtrix's Recent Forum Activity

  • Made a new image point at the tip of the sprite and checked distance from that instead, this way the front ones will be picked over the back ones. Is that good enough?

    TurretAngleRestrict2.capx (r99)

  • I like to use a helper sprite that always points towards the enemy, and only set the angle of the object you want to restrict (in this case the turret) if that helper sprite is within a certain angle.

    I don't have time to look at the prediciton right now, but maybe later.

    Example: TurretAngleRestrict.capx (r99)

  • There are a huge amount of examples in the "How do I" section, just use the search options. And then there's always Kyatric's incredibly useful FAQ thread.

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  • Congratulations mrmdesign & tianxxxchris, welcome to the family! <img src="smileys/smiley41.gif" border="0" align="middle" />

  • You can make all kinds of AI, it's in no way limited. You'll need a good understanding of the software if you're planning something advanced though. <img src="smileys/smiley1.gif" border="0" align="middle">

    There are many examples here in the forums if you search, in fact, I just made one in this thread.

  • Well, that took a while. <img src="smileys/smiley17.gif" border="0" align="middle">

    AI_DynamicAimWithinRange.capx (r99)

    Anyways, I think it's pretty stable. I haven't commented a lot, but just ask if there's something you don't understand.

    Edit: Oh, I didn't bother with destroying the arms, I don't think there's much to gain there to be honest. Would probably be more performance-heavy if you spawned and deleted them all the time than if you just leave them. You can do that yourself though if you want.

  • It's working fine for me too, can you move your character at all? (Arrow keys)

  • Did you assign an event sheet to the layout? Every layout has to have an event sheet assigned in order for the events to happen.

  • There's just too much, it's very hard to navigate through for an outsider, it could take us hours just to figure out what you've done.

    If you can make an example with JUST the AI, no unnecessary particles and animations etc, just keeping it simple, I can see if I can help you.

    Also, more comments and groups to seperate different parts of the code and to help us understand what you're trying to do.

    But I don't have time to figure out every last thing that happens in that .capx, and I'm guessing that's why no one else has answered either.

    Edit: Or, you could explain to me *everything* you want the AI to do, and we can start from scratch.

  • Yeap, it's a very important part to get right. <img src="smileys/smiley2.gif" border="0" align="middle" />

    Always happy to help, welcome to the community by the way.

  • The jump is because you moved the origin to the hip. You only changed the origin of the first frame of the animation, so the first frame will jump to where the origin is.

    Make sure the origin is at the middle of your character on every frame of every animation. Some people (including myself) like to keep it at the bottom middle of the character.

    Edit: See page 3 and 4 of this tutorial if you're unsure what I mean.

  • Maybe have a look at this thread, and this manual entry?

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Nimtrix

Member since 30 Dec, 2011

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