nimos100's Recent Forum Activity

  • 1. There is a path finding condition that let you check if an object have a path or not, you can use this for newly spawned objects. So if they don't have a path they should find one.

    2. Not 100% sure I understand what you mean by this. But if I do, you can use a timer or a Every X second, that will increase the budget, Each time this happens you add a check to see if the the budget is high enough and if it is you spawn an AI and subtract a value from the budget.

    3. After one of the AI's kill another AI, you add a functionality in either "On destroyed" or whatever place you destroy AI's and then you pick the winning AI and make a action here for finding a new path. Alternatively you use a variable for triggering the finding a again path.

    4. You make a condition that any AI with a Range weapon, check every tick or every 0.2 second using Distance (X1,Y1,X2,Y2) Where X1,Y1 is the AI with the range weapon, and X2,Y2 is most likely the closest enemy AI.

  • There shouldn't be made any collision checks unless you use On collision or Is overlapping another object... in your code as far as I know.

    But there is an action that lets you disable / enable collision

  • Your question is a pretty complex one to answer, because there are numerous ways to implement AI and in general its not easy to make. So I doubt you will get any "this is how you do it" solutions.

    But a way to get you started, you can think about it like this. This is just an example based on what you write you would like in the game and how I would approach it.

    You could give each AI a personality, which is basically just a lot of stats that will govern how they tend to react. Since i don't really know what your game is about, but understand that it have something to do with buying resources and land. You could give them some stats called Trading and Expanding for instance, where an AI with high Trading might prefer buying resources over land. Since you don't want to risk the AI keep trading forever. You would have to take currently owned resources into consideration as well. So you could check versus these as well and make it so an AI with a high Trading stat, prefer having a bigger stockpile than one that prefer buying land. However if the prices of resources changes these have to be taken into account as well, as it would be poor AI if they just buy resources regardless of price and need. So what you could do is to add a "Max buying price" to each AI and as their stockpile gets lower and start to need a certain resource they will also be willing to pay more for it, and then you could add their current amount of money into it as well as it might not be good for an AI to spend all their money on resources.

    So you can keep expanding on this depending on how complex you want the AI to be, for instant they could take player actions into account or the players current resources and buy up those that the player seem to need to simply push them and so forth.

    But again there is not really a simple solution, but what you will most likely end of with in the end is some sort of state machine that is used differently by each AI depending on their stats, preferences, needs and whatever you think is important.

  • Here is a guess

    I think your problem is with your picking.

  • Weren't this suppose to be in the C3 forum?

    • Post link icon

    nimos100, the performance issue is hit with only a few objects. The sample capx's were to show the issue.

    Some people are hitting 4-5s per dialog, with only a handful of objects.

    When comparing to W7, the same project loads instantly.

    That is the issue in the thread.

    Ok fair enough, Im using Windows 7 so all good here

    With only a handful of objects, I fully understand that it annoys people (And Scirra as well).

    • Post link icon

    Not taking "sides" as I haven't read all comments, but I did try to open the test project and it was slow the first time to open. And fully understand that its annoying.

    But im not really sure what was expected by people? Wont all programs at some point suffer. I could understand if the issue had to do with a structured well designed app, but this is just a lot of objects and events just for the sake of being many. Which is fine for testing, at least to some degree.

    By that I mean I use both Photoshop and 3D applications and don't really see a huge difference between those and a huge project in C2. To explain it a bit better. If I make a ridiculous large image like 100000 x 100000 in Photoshop, it will take around 27.9 GB. it will take for ever to open if it doesn't crash Photoshop first. But that wouldn't make me instantly go to Adobe and complain that there software is slow or bugged. Same goes for 3D applications which can be crashed or force you to restart in less than 5 seconds if you simply crank up the number of subdivisions for an object.

    What I mean by these examples is that all programs will suffer in performance if you push them to the limits or beyond. The test program have around 11000 events and lots of objects. C2 will have to load all of them and obviously it will take longer the more objects it have to load. It seems a bit like my example above with Photoshop, its easy to have a go at software if you are not reasonable, but it doesn't really make a valid point, I think. Because even if Scirra solves it for this project, what prevent someone else to make a similar post just with 5000 objects and make a similar complain?

    But if C2 is supposed to do it and this project is seemed as a valid test project, then I guess its fair to raise the issue. Anyway as I said, Im not taking "side" just think its a weird test, as I have made many huge projects and never ran into this being an issue, unless it was my own fault for making a poor design in the first place, and this test project just seems like that to me.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • You might be right that its actually 3d objects used in the game, just made to look more like a movie, which might actually be the most likely thing. Since loading large video files would take some time regardless of you using unreal or C2. However what you might be able to do is to load all needed video files for a battle before it starts and then you would just have to press play on the correct ones when needed. That might work but you should probably keep a close eye on memory use if you load a lot. But it might work.

  • My initial thought is that it would be rather easy to do actually, at least programming wise. I guess the biggest problem might be with the cut scenes and whether C2 can load them fast enough for it to actually work. But you could easily test that. If you have a lot of video clips in varies sizes that represent what you think you might need. Then you could try to play them back as fast as possible and see if it works for you. Simply make it so each time you press Space it load and play a cut scene or something like that.

    But then again I might have misunderstood what you want to do

  • I have problems changing the grid size: sometimes I can change only the width, sometimes it doesn't work at all.

    Not sure this is what you mean, but changing these have as far as I know always been a bit weird as these boxes doesn't react to you pressing enter. So try this instead, after you have change one of the values just select the other textbox and it should work, sometimes you have to do it a few times just clicking between the two boxes after you have change the values and it sticks (works). Whether its a bug or simply just weird I don't know, but they surely work in mysteries ways

  • It sounds pretty weird and impossible to help with without a capx as it seem very unlikely that its a bug with C2 that wouldn't have been spotted by now.

    Have you tried making a new project and simply add a single tilemap and draw on it and see if that also gets all weird. If it does you need to upload a capx if you hope to get any help i think.

  • The reason is most likely from what I understand that those new missiles didn't exists when the player picked up the speed boost. So depending on how your speed boost is made. You have to add a check to the event where you spawn missiles and see if a speed boost is currently in effect and if that's the case you modify the speed accordingly in the create event.

nimos100's avatar

nimos100

Member since 23 Sep, 2012

None one is following nimos100 yet!

Trophy Case

  • 12-Year Club
  • Coach One of your tutorials has over 1,000 readers
  • Educator One of your tutorials has over 10,000 readers
  • RTFM Read the fabulous manual
  • Email Verified

Progress

16/44
How to earn trophies