Excal's Recent Forum Activity

  • I think I get a better idea of it now.

    Basically each instance would have an instance variable. Each time an instance is created, this instance variable would increase by 1, this way each different instance has a different number for this variable.

    So in this case I would need to:

    -Check which instances exist on the current level.

    -Check the distance between the ally ship and each enemy ship.

    -Find a path to the closest one.

    Does this sound right?

  • Is there a way to make pathfinding prioritize one or any instance of an object?

    For example, in my space game I have multiple enemies that will be in different locations. When I have an ally ship spawn, I want it to focus one or any of these enemies and start chasing it. I have it set to find a path to Enemy.X, Enemy.Y, but since there are multiple enemies in play, the pathfinding fails to work.

    Is there a way to have pathfinding pick one particular instance of an object to follow?

    <img src="http://i.imgur.com/LEI7v3x.png" border="0">

    ImpulseCollision.capx

  • You're right, I need to set a condition for the health power-up to appear so people can't just idle during a level to eventually refill their health.

    I like the idea of spawning more enemies during a wave. Most likely I will have half the number of original enemies spawn after some time in a wave, rounded down so it doesn't become too difficult.

    The comet idea is interesting, and I'll definitely think about including it!

  • Update: Power-ups are now working! As long as you are in an active wave, there is a 2% chance a power-up will spawn. Once it does, you will have ten seconds to grab it. Note that enemies can grab power-ups too!

    Right now the only thing power-ups give you is health back. However, if an enemy grabs one he gets health back instead of you!

  • What do you think of enemies being able to pick up power-ups? This would create an interesting dynamic where the player races with the enemy ships to grab the power-ups.

  • Start with a prototype. If you have big ideas for a game, write them down somewhere and set it aside. Get a working gameplay prototype working because that is more interesting than a title screen or dialogue.

    Making the prototype means you'll have something cool to share with others and also something to get feedback on for modifying your 'big' game plans as you develop more ideas later on or think of things to cut.

    Basically, dream big but start small and with the part you would enjoy the most.

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  • I use event groups and comments on every major events block. Helps keep things organized and if I ever have to figure out what a section of events does, I read the comment above, saving time because I don't have to run through the events and figure out what it does by following the logic.

    Have a habit of taking a small break every 30 minutes of development to reorganize your event sheets, add comments, etc. It pays off in the long run.

  • You're right, I need to add a sound for when the alien ships are destroyed.

    Any features you would like to see? Currently on the to-do list is power-ups (like getting health back).

  • Finally resolved my elastic collisions issues (or so I think and hope), and would now like some feedback on my game so far.

    All artwork used is royalty free or from a content pack, so please judge the gameplay and not artwork.

    Space Game

  • This is a problem I've had with posting links in the "How do I..." forum. When I post with a link to my .capx file, sometimes I get an error saying only users with 500 reputation can post links.

    I have 40 forum posts, all of which are in the "How do I..." forum with either a question or an answer. I currently have 306 rep. I have no idea how I am supposed to reach 500 reputation.

    There have been numerous times where I have tried to post a helpful reply with a .capx file only to get slammed with an error page telling me I do not have the rep required to post links. When I click the back button, I find that my entire post has been erased and I have to retype everything again. Often times I am frustrated and just refuse to retype my helpful comment, meaning my helpful post never sees the light of day.

    The reputation requirement for posting links on this forum should be lowered, probably to 250 or so.

  • Basically what happens after a collision is: pathfinding gets turned off, custom movement is used to simulate the 'bounce' caused by the collision, and then custom acceleration is added to decelerate the 'bounce'.

    Once the enemy's speed reaches zero or lower (due to the deceleration), it should start pathfinding again. However, it doesn't, and I can't figure out why.

    Here is the relevant events area:

    <img src="http://i.imgur.com/dzBYW0E.png" border="0">

    ImpulseCollision.capx

  • You can use the fill tool as well; just set the colors alpha to 0.

    I did not know you could create transparency with the fill tool. Thanks for the tip!

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Excal

Member since 9 Mar, 2013

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