suzannegrey's Recent Forum Activity

  • Use PathFinding behavior.

    https://www.scirra.com/manual/154/pathfinding

    I've played a few of the types of game mentioned.

    Finding the closest tile for a sprite to move to, isn't a very good AI.

    will soon discover this problem.

  • If you had a few walls about the place and place some spots to hide.

    Have all spots set an instance variable to their distance to the enemy if they don't have a line of sight to the enemy.

    If the spots do have a line of sight to the enemy, set their variable to something like 2000.

    When an enemy has line of sight to enemy1, have enemy1 pick the lowest instance variable and set a path and move to the spot with the lowest instance variable.

    One problem with this is the enemy1 can make a path that moves through the enemy.

    Some solids will have to be made that stop a path being made that moves towards/thru the enemy position.

  • I coded something similar using Tynker. I think this solution will work using Construct 2.

    Have an invisible sprite that jumps to random positions.

    WHen the sprite is overlapping a clone/family, set a value to 1

    When the sprite isn't overlapping a clone/family, set a value to 0.

    Every 2 secs, set a random position for the sprite,

    Then if the value is 0, create a clone. wait?

    If the values 1, set position to a random position and repeat the process.

    I used this with Tynker to draw hundreds of balls onscreen in different sizes without the balls overlapping each other.

    Thanks for replying. Your solutions sounds promising but sounds very complex. Can you share capx for same?

    I made 2 squares. A blue and red square.

    The blue squares 20,20 size. The red squares 16,16 size and in Family 1.

    The blue square has an instance variable "Sensor"

    Here's what i coded

    SYSTEM-every 0.05 seconds:------------------------------BLUE, set position to random X(2,679) Y(2,479)

    BLUE-Sensor = 0: Set Sensor to 1

    BLUE-Sensor = 1:----------------------------------------------BLUE, spawn Family 1

    BLUE-not overlapping Family 1: Set Sensor to 0

    BLUE-Sensor =1:----------------------------------------------Set Sensor to 0

    Family 1- is overlapping BLUE BLUE, set position to random X(2,679) Y(2,479)

    This filled the screen with Red squares/Family 1 members, that didn't overlap each other

  • > Create a family with this sprite and change your event to this:

    > Sprite is overlapping SpriteFamily -> Destroy Sprite.

    >

    hI dOP, It is also doing same thing when I tried it. Can you provide alternative where I can ensure that whenever new object is created it will be 50px away from previous one so that they never overlap each other and object is of size 50px?

    I coded something similar using Tynker. I think this solution will work using Construct 2.

    Have an invisible sprite that jumps to random positions.

    WHen the sprite is overlapping a clone/family, set a value to 1

    When the sprite isn't overlapping a clone/family, set a value to 0.

    Every 2 secs, set a random position for the sprite,

    Then if the value is 0, create a clone. wait?

    If the values 1, set position to a random position and repeat the process.

    I used this with Tynker to draw hundreds of balls onscreen in different sizes without the balls overlapping each other.

  • You could use the "Path Finding behaviour.

    When character 2 is greater than 50 pixels away from character 1.

    Find path, move character 2 to character 1 position.

    When distance from character 2 to character 1 is less than 50 pixels away.

    Stop moving along the path.

    Sorry i can't be specific.

    I haven't used the path finding behaviour for a fair while, and have forgotten the exact code to use.

  • I think "Apply force" or adjust VelocityX to Self.Physics.VelocityX+windSpeed, on every tick.

    Thanks. I applied" Physics force X, at the bars width/1000" when bombs visible.

    Needs some tweaking but it has the desired affect.

  • I'm making a "Worms Armageddon" type game.

    A character shoots a bomb towards the mouse cursor.

    The further away the mouse is from the character, the bigger the shot distance.

    The bomb rises and falls in an adequate way.

    There's a wind bar that changes width at the beginning of the characters turn.

    What physics command do i use to make the width of the bar affect the bombs movement through the air?

    I want the bomb, when visible, to always be affected by the wind/wind bars width value.

    I'd appreciate any help for the solution.

  • Hello all!

    I would like to create a camera rotation effect similar to this game:

    http://www.cubeescape.com/game/cube-esc ... -lake.html

    Is it possible?

    Thanks <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    You could use a free 3D program like "Sketchup" and make a 3D room.

    Then record the pc screen as video when looking around the room.

    Then convert the video to animated gif.

    Then upload the gif to your project.

  • I'm looking for a program that makes an animated gif with loop and seamless, suggest any?

    I did this using Flash 8, but it's a lot of work

    http://construct2.96.lt/gifs/1loop_offset_gif_teste.html

    When you upload an animated gif and the gif has 32 frames for example, you could code "When the gif frame = 32, wait 0.1 secs, set gif frame to frame 1" This should make a smooth looped animated gif. I've done this with an animated gif of an ocean scrolling towards the player, so it looks like the player is racing forwards along an ocean continually.

  • Make a global variable "SHOW"

    When Show = 1, set sprite 1 visible

    When Show not equal to 1, set sprite 1 invisible

    When Show = 2, set sprite 2 visible

    When Show not equal to 2, set sprite 2 invisible.

    When left mouse clicked, increase show by 1

    This is a simple way to do that.

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  • It's just a basic 2d platformer game.

    There's tutorials on youtube showing how to make a basic 2d platform game using Construct 2

  • suzannegrey Thanks for playing Im glad you like it! I will be adding more but is there anything you would like me to add? It might not get done but I will try my best.

    Hi, An idea could be to have the floor start to break into pieces and fall away after the levers pushed and the room rotates. SO the player's in a panic and keeps jumping along the falling floor pieces to reach the exit

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suzannegrey

Member since 12 Jul, 2016

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