Rhindon's Recent Forum Activity

  • Since the Regenerate Pathfinding Obstacle Map takes a brief moment to complete before the Pathfinding behavior can do it's thing (like finding a new path), would it be possible to add a new event condition that checks for when the new map is generated (ie: after clearing/adding obstacles)? I don't know how long it takes - be a second or just a mere split second - so it's ALMOST a waste of time if I'm setting a Wait action for something that could be done after a few ticks or so.

    Certainly, I don't know the particulars of how C2 calculates everything behind the scenes, but hopefully this is an option to add later.

    Thanks!

  • CAPX: https://www.dropbox.com/s/luumbp5yqeqq41h/LostSoul%201-2.capx

    See layout L Maze D West and event sheet E Maze D West

    I have an enemy type with the Pathfinding behavior that is seeking out the player, recalculating the path every few seconds. I've set the walls as custom obstacles and made sure to regenerate the map when needed. The walls have the Solid behavior so the player can't go through them.

    When the enemy is within a certain distance, it clears the walls as obstacles and gives them a past cost, making it a bit of a "hassle" to get through the walls. I set the path cost to 120 and the max speed to 150....then set the cost to about 20. But no matter what I do, the enemies never go through the walls. I'm at a loss of how to remedy this.

    Any suggestions?

  • That seems to have done the trick! Thank you! I'll let you know if anything else seems off from what I'm trying to accomplish. Thank you once again!

  • Well, NOW the LostSoul object is appearing more on top of the TileGlow object. But the effects are still not the same as that on the "D West" layout.

    Both are at a stand still, so the TileGlow object should appear red. Obviously the color on the right (layout "MercuryUs") isn't

  • blackhornet - Strange. So on the "D West" layout, the LostSoul object appears as a series of rings flowing inward...and then ALSO flowing inward on the "MercuryUs" layout?

    For me, on the "MercuryUs" layout, the TileGlow object still changes colors, but as different colors than on the "D West" layout. AND, the TileGlow object seems to be ON TOP of the LostSoul, even though TileGlow is on a lower layer. Despite using the SAME parameter values in the event sheet upon the start of both layouts, I get two different outcomes... I'll set up a comparison picture to show you what I'm getting since it seems you're not seeing any noticeable difference.

  • *bump*

  • CAPX: https://www.dropbox.com/s/2rmfa0sqosnzy ... 201-1.capx

    I have two layouts (marked with an "L" in each name; likewise an "E" for each event sheet...makes things easier to identify).

    In the "L Maze D West" layout, you'll see the LostSoul object (in the Characters folder in the editor) pulsating with a couple of active effects. Below the LostSoul is the TileGlow object which changes color based on the player movement. So far everything in this layout is working properly.

    The problem I'm having is in setting up details for the "L Maze MercuryUs" layout and its related event sheet. The LostSoul character isn't behaving as it does in the "L Maze D West" layout, even though I've added actions to the "On Start of Layout" event line (see event sheet "E Gen Cntls Anims").

    You can see a little bit of the LostSoul character in the "L Maze MercuryUs" layout when you Run it, but obviously it's not acting as it does in the other layout. I cannot figure out why... Can someone help me see what probably should be obvious? Thank you!

    (Also, I intentionally disable the "Scroll To" behavior in the "E MercuryUs" event sheet. That's not a mistake.)

  • mercuryus - I'm so sorry for the delay...I'm putting together your maze into the game now. I've been very busy just trying to set up all the other basics for the game. Up next: YOUR CREATION.

  • *BUMP* Because this post got pushed back to page 2 in the forums and it deserves to at least be on page 1.

    And because I believe in supporting my bro in every way I can. ^_^

  • Ashley - AH! Sweet deal. Thank you, Ashley.

    On a totally side note, I was just wondering if there are any plans to add new features to the animation/drawing editor? I'm simply curious. Well, that and the fact that I'm a lone developer and NOT an artist. LOL

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  • LOVE the addition of the explosion smoke on the screen after the missile hits the ground! AWESOME touch!

    And the people smacking the screen after hitting them with the police scooter ALSO was not expected!

    Great updates since the last time I played.

  • Aphrodite - Thanks. Thought so, but I'm (obviously) still in the noob stages. And Ashley and crew have been so good to us, I want to cause NO trouble whatsoever.

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Rhindon

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