Anthracite's Recent Forum Activity

  • Wow that took you four minutes!!!

    I'm a little confused by your response as I don't have the option to pick via UID. Could you lay it out for someone as stupid as me :)

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  • Hi there, I hope you can help on this one ...

    I have an object called TRANSFER which we use to detect when a player goes up some stairs. When the player touches the TRANSFER object they will be taken to a different part of the same layout.

    However, what I'm trying to achieve is to have an instance variable on the transfer object with the UID of the object to transfer the player to.

    How do I structure this transfer?

  • sizcoz

    The only issue I can with that is that the Angle from the 8Direction resets to zero upon a collision with a solid, so I can't use it. Could I work it out from the Vectors do you think?

  • Oh my lord, what a fool!

    Thank you so much!

  • Hi there,

    Pretty much as above. I'm looking to store a variable that keeps track of the players angle of movement.

    However, i'm not using the Set Angle function of the 8 direction movement as it won't work with the sprites we're using. So how can I keep track of the angle of the direction the player is moving in? Could I use the 8Direction.VectorX and VectorY to work this out somehow?

    The variable I'm using is called MovingAngle

    Many thanks!

    Paul

  • Thank you ,

    Could you show me how this works in terms of the events themselves? I think I understand but I'm not sure how to implement it.

    Thank you so much!

  • I'm trying to set up a turn system, so I'm basically checking to see if all enemies have moved. Once an enemy moves a tile it sets it's Family Boolean Instance Variable to true.

    Once all Family Boolean Instance Variables are true, I'd like to revert control to the player. So what's the best method for triggering something once all Family Boolean Instance Variables are true.

    Thank you :)

  • As an update to this,

    I now have the enemy following the character, we have a snag with animations ...

    As this is a top-down zelda-esque game, we have four directional animations. I'd like the enemy to switch to the direction animation most appropriate for the direction he is moving in. However there seems to be no condition to find the direction of movement during a path find.

  • Thank you for responding ,

    I get that the 'usual' cone of view is 45 degrees. However, If I set the enemies angle to zero to begin with and give him a 45 degree cone of vision with a LoS of 300 and stand right in front of him, he doesn't count as having LoS to the player. Weird.

  • The game I am making is a top down dungeon crawler, and I have an enemy that has four directions.

    It has pathfinding and Line of Sight on it

    However, I'm really struggling to understand the cone of view and what direction the enemy is looking when the capx is ran.

    I know I'm being an idiot!

  • With the help of a kind forum user I've now got the line of sight and pathseeking mechanism we need working beautifully. Thank you!

    In essence it's a single enemy patrolling around until it sees you, then it gives chase until you either kill it or hide from it. If it can no longer see you, it looks around for a bit and then goes back home.

    What i'd like to happen is that similar sprites nearby, that may not have seen you to take notice of the alerted sprite and move to the hunting mode automatically?

    Many thanks!

  • Hi there,

    I've followed a few tutorials on here but none seem to do what I'm looking for ...

    So we have the Player, an Enemy and an Obstacle.

    What i'd like to happen is this ...

    If the Enemy has line of sight to the Player he starts to hunt and finds a path.

    If he continues to see the player he will chase the Player

    If he can no longer see the player he will move to the last point where he could see the Player, a timer counts down and once reached, if he can no longer see the Player, he'll return back to his original location.

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Anthracite

Member since 30 Dec, 2016

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