GamerDude96's Recent Forum Activity

  • Ah, I understand what you mean now. Thank you very much. It works now. I changed event 23 to trigger once, and now it works. I appreciate your help a lot.

  • In the short example you shared to me, the bullets also uses everytick in your demo as well. So do I change that event then to something else for my project?

  • Thanks so much! That's exactly what im trying to accomplish! I followed the coding but the enemy doesnt fully follow the player. They will go back and forth and follow the player, but they won't actually go up or down to fully go to the player...

    this is the coding of it

    in event 23, I changed the event to "Each enemy" instead of "Enemy on create". I tried both and a few other different event such as "Enemy on screen" and "pick all, enemy" but they dont seem to work.

  • Im back again to tell another story of yet another one my projects that is sent to the grave(RIP). This game is called the Castle of Death.

    Castle of Death was a side project that did not go NO WHERE at all lol. It was game planned to be a platformer game with lots of traps that the player have to avoid and find their way out of a the deadly castle. The name was cliché and it was a very cheesy and cheap idea of a game. I actually only made the title and the background of the "game" and never bothered to do anything else with this project or even reopen this project within 3 years of me starting construct. Though this project is for sure dead and gone, I have already reinvented the idea and made a much better side project of a similar but better idea of a game then this. While I did like the skulls I made, this overall just wasn't something I would be investing my time in for.

  • Hope everyone had a merry Christmas! Im back working on my project and was wondering how I could get my enemies to move in a 90 degree movements towards my player. My enemies keep moving in angles when going towards him.

    I have them move the way I want them to move in my wander state, moving in the degree of 0, 90, 180, and 270. But when it comes to targeting the player, they just cut across the screen to target him and not move in, 0, 90, 180 and 270 degrees towards him. How do I get enemy using the bullet behavior to move towards player in 0, 90, 180 and 270 degree movements?

    This is move my code I have for their wander state.

    This is the code I have for the enemy pursue state.

  • Yes! I got it to work now using the Time Behavior. It's kinda janky, so I still got to do a little editing to make it smoother. but I got it to finally delete when there's no full connected trap or if it is a full connected trap but no enemies are in it, delete itself when necessary.

  • I wanted to make a thread where people can share their abandon projects/work or ideas that went bad and never got to see the day of light again (R.I.P).

    Also* Give a little background as to why you stopped working on it and tossed it out.

    Well today, I will start off with mine. To give a little background, I have ADHD and I can get bored of things real easily, especially projects that I have started but feel like it will be boring or just a waste of time. So in order to keep my mind going, I do projects that I find that are creative and very interesting to try to make. During last year of making my first major game, I made side projects of games I would like to make afterwards. But becoming a more serious developer, Im looking to make more wider styles of games that would attract more and not just arcade types. This project, I started at the time has been sent to graveyard. (R.I.P)

    Battle Front was one of my arcade games/projects at the time, that I thought would be interesting to make. It was a war game where the player has to shoot the opposing side. You could continue to shoot the wall to destroy their barrier and vice versa. Player could crotch down and hide behind wall if enemy was shooting and even throw grenades' that could explode a full section of a wall and vice versa.

    The background of the mountains where going to change too when the player advances more and more throughout the levels to simulate the time of day and to give the impression that these were long battles like an actual war. And the boss for this game was an actual tank every 10 levels.

    I haven't touched or opened this project since the end of 2019. But looking back on it. It would be a lot of work for me of my own and to try to get the sprites to do what I want them to do would be a lot. Im not that advanced, but I would go for it if it was really something I wanted to know. On top of that, this game probably wouldn't do well if I was to release it because not many people care for these types of games anymore in this type of style.

    Tagged:

  • calminthenight

    So im back and I found many events that work, I also used your suggestion, but it deletes too fast to even process the line or even make a trap.

    My problem now is trying to figure out a way of making them delete reasonably and check if the trap has no enemies. Thanks once more though for your help

  • Similarly, you can add an event to stop the fill function and call the clear function if your flood fill algorithm reaches an edge or boundary...

    I kinda understand what you mean but im not sure how that would work for part 1. But I think I got a way of how I can get the line to auto-delete by making a point mark for them. For ex, there will be a point A and B sprite. Player will spawn point A on the press of the key of drawing the line trap. On key release, Point B will spawn, but if Point B is not overlapping Point A, set tile (0,0) 100x100 to tile 0 ( back black to what it was).

    Good to see you are making progress with this project :)

    Thanks! Im getting there!

    For the second part, deleting the tiles if there are no enemies trapped in the completed section...

    Thanks for your help and advice for this. I will try it out to see if it works

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  • Hard to tell what you're asking, because it looks like you have it all working well.

    Im asking how can I auto delete the line or trap if 1. it doesnt connect to make a full trap and 2.it does connects and makes a full trap , but no enemies are inside. That's why I posted the pics so people could get an idea of what im talking about or trying to achieve.

    Have you looked at an overlap condition for when the tiles turn blue? If the enemy is overlapping do x, if not do y?

    That's what I already have for event 27. If the enemy is overlapping the blue tile when its trapped, destroy enemy and it deletes the trap, setting the tilemap normal. I got that down. What im trying to do is make the lines or trapped auto-delete if 1. line doesn't connect to make a trap and 2. If it does, but no enemy is inside, delete the tilemap/erase tilemap. that's what im having trouble trying to figure out.

  • Hello all, im working on trying to delete the yellow line trap in my game if the player does not make the line connect. I manage to actually get the line and box trap to delete when an enemy is trapped in the box, IF the enemy is overlapping the purple tilemap. But im trying to get it to delete when the player does not make a complete connecting trap AND if the player does make a connecting trap, if there are no enemies in the trap, it will auto delete. But im having difficulty trying to execute this. Would anyone know how I could get the line to delete if it does not make a connecting trap and if it does make a connecting trap, delete if no enemies are not checked in it? Would really appreciate the help!

    Auto delete if line doesnt connect or make a connecting trap

    Auto delete if line did make connecting trap, but no enemy is trapped inside

    Events for tilemap. On event 28. I got it to auto-delete but it deletes too fast and not the way I would like it for it to auto delete.

  • This is a very cool idea! Nice trick... the entrapment of the scorpions! Are you looking for someone to work or share a project?

    Thanks, For now im not really looking for someone or to share a project. But I am planning on looking for other developers to work with later on down the road when im finish some of my personal projects and develop more skills/understanding of more coding.

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GamerDude96

Member since 15 Aug, 2018

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