lionz's Recent Forum Activity

  • What do you mean, so you are in the middle of a 3x3 grid and you can only move to one of the 8 squares around you at a time and to do this you click on it then you move to that square?

  • You can use image points for this but the origin image point which comes with the original object is in the centre, so it should be in the centre already when you set the position to the square?

  • event 37 should be obj_floor1 instead of obj_floor2

  • Whichever layer is global, you just add it to each layout you want it to appear in.

  • Probably use line of sight to detect if player is in range of enemy. Then they seem to move when you move so have so have them move towards the player by a certain number of pixels on player movement. You'll need loads of detection though for what spaces are free on the level to move to, you could have a detection sprite around each charac to check for overlaps with walls and then pick a free square to move to each time. The enemies move in exactly the same way as the player right? So once you have the player moving as you want, it would just be the same movement. Also check for if player is colliding with enemy then once this happens you can enable the sub-battle system.

  • Very nice. ALIENSWEEP was fun

  • On the linked project, the global layer is UI, not ItemStore. Make the ItemStore layer Global.

  • If you're using my method then the object will face a certain angle and the animation will just switch with that angle change. Sounds like a specific logic problem so you'd have to share events or capx for someone to take a look.

  • Looks like the angle of the boss is set to 270 (or -90) for some reason. You'll have to check your logic for that.

  • This is what you are after in its basic form right? https://dl.dropboxusercontent.com/u/495 ... ollow.capx

  • I just don't like set angle toward player in side scrolling platformers because it targets the origin image point and starts rotating the object toward that image point. I prefer to set a defined angle for the boss then move it forwards at that angle. I am using the boss move forward a number of pixels action, it will move at the current set angle so usually 180 or 0 (left/right). Instead of this move forward however, you can use platform behaviour to simulate left,right presses which also works, either of those two options will be fine. I can send you a capx example if you want but it is just 3 events and you're already using 2 of them!

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  • I was assuming top down game, which is where set angle toward, pathfinding, 8-direction are useful. If it's a side-scrolling left-to-right mario platformer I don't think you need to make use of set angle toward player, you could give the boss platform behaviour and have it simulate movements left to right towards the player object and if the boss X > set animation facing right, if x < set animation facing left that kind of thing. Instead of platform behaviour you could also just move toward the player at the given angle. You could do this in 3 events, move boss forward a number of pixels (at given angle), if boss.x > player.x set angle 180, if boss.x < player.x set angle 0 in its basic form. I mention platform behaviour on the boss because if you are wanting to simulate it jumping and chasing you then this behaviour will be useful.

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lionz

Member since 5 Aug, 2013

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