ZhaoYun's Recent Forum Activity

  • Question! Physic and other movement types can't mix?

    I've created monster that chase after me, but the Physic expulsion just don't work on monster that are moving.

    For the monster movement, i've tried "Move forward X pixels" "bullet movement", they both don't work...

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  • ZhaoYun, I have updated the original capx:

    http://dl.dropbox.com/u/38038537/examples/AI_Example.capx

    This version creates multiple copies of the enemy object, then uses the "pick nearest to" event to determine against which object the sub-events should be run.

    I hope this helps.

    Thanks for the following up!

    I try your new version, but it raise a problem, when I walk towards a group of enemy, only few come chasing.

    So, I think, and I change the "Pick Nearest to" to "System->For each" and it works!

    Wastrel Thank you so much!!! Now I further understand how those condition works!

  • http://dl.dropbox.com/u/36472942/construct/forumhelp/QuickGridMovement.capx

    This is one implementation, just to give you the idea.

    Also I didn't use WASD as I have an AZERTY keyboard, and WASD is truely a pain with it.

    Nothing beats the arrow and always think about internationalization of your application if you want to hit a large audience.

    Kyatric

    This might just save my life.

    However, may I ask, instead of teleporting the player every button, how do I make it visibly move -> then stop at the next tile?

    Should I use dt function here?

    Eg:

    On pressing "LEFT" : Move "PLAYER" forward 32 pixel *dt???

    Oh dear, I didn't know this is a 2 page post. My question is actually the same as Smurfee.

  • Here is a simple example of something I've used in some projects. It basically keeps a state of awareness for the enemy, and when changed to a different state, reacts appropriately.

    Use WASD to move the player. When you get within 180 pixels, the enemy goes into an alert state. When you get within 90 pixels, the enemy turns and attacks the player.

    http://dl.dropbox.com/u/38038537/examples/AI_Example.capx

    I have another problem:

    I try duplicating your enemy, BUT the distance event stays respective to THE ORIGINAL enemy.

    As in, when I walk to the clone enemy, it won't trigger alert stage; However, when I walk to the original enemy, even the clone(Far away) come chasing.

    Please help.. your previous post helps a lot!

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ZhaoYun

Member since 13 May, 2012

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