LorenzoZoil's Recent Forum Activity

  • Wow it works perfect now! Enemy AI is a lot smoother. Thanks a bunch!!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Ok so Ive done that. The animation sprite didn't have any behaviours with it except for Pin. The enemy sprite (base) still struggles to consistently go to the player and stops every so often. I have included a GIF image link to give a clear visual..

    Player - PINK

    Enemy - BLUE

    Gif Link: ibb.co/7Q0QG6c

    Event Sheet Screenshot: ibb.co/3YMy5Dt

  • My enemy sprites are using the pathfinder buts it's not very smooth. They keep stopping randomly and colliding with things when they shouldn't. I suspect this is due to the animation sprite (which is pinned on top) being a lot bigger than the base sprite, meaning it's stops, not because of the base sprite but because the animation sprite on top colliding with a solid for example. I'm not certain that this is the reason though.

    I have included an image link below to show a possible solution I though might make a positive difference and produce better functionality with the enemy sprite as a whole. Will the movement and rotation work better, and with the fighting can the player and enemy bases overlap to preform collision hits with the animation sprites?

    Number 1. is my original base and animation sprites and 2. is a bigger base sprite filling the height and width of the animation sprite. Can this second option work better for pathfinder?

    Also just out of interest is pathfinder a bit touch and go? Its quite new if I'm not mistaken.

    Image link: ibb.co/S7ryyw0

  • Ok thanks for the help! The pathfinding sounds like it could work will try that :)

  • I said the solids are working for stopping things from passing through, but that's a separate matter. Yes, the problem is the LOS and that the enemy cant see the player behind the solids. I want the enemy to see what's behind the solids but to not walk through them whilst LOS is active. I want the enemy to follow what's hidden behind these solids but to travel around them.

    The enemies pathfinding has nothing to do with chasing the player, only when LOS is lost will the enemy go back to its initial path.

    When the obstacles are solid (in LOS panel), the enemy stops and turns around as he loses sight. I dont want this.

    When the obstacles are custom, the enemy walks through the obstacles as he chases the player. I also dont want this.

    I want the enemy to, when approaching the obstacles on persuing the player,take a different route around the obstacles instead of stopping and returning to initial position.

    The vehicle objects the player 'runs behind', aren't to look tall enough to hide the player, hence why the enemy should still be able to see him and pursue him.

  • I meant the obstacles are solid but I set the LOS for the enemy sprite to Obstacles: Custom in the properties panel (image link below).

    ibb.co/tb8NR3y

    The enemies still walk over these solid obstacles as if they weren't there and I need the enemies to walk around them whilst pursuing the player, not through them.

  • Because they're not solid anymore, theyre custom. They're no longer classed as solids and the sprites just walk through. Also the enemy isnt using pathfinder to chase the player, it's used to set the enemies movement before it sees the player through LOS. Is there a way around this problem?

    screenshot of my enemy events: ibb.co/P1R2ckd

  • When I switch them to custom, the obstacles arent stopping sprites from walking through them since they're not solid anymore. Is there a way for the enemies to walk around the obstacles whilst chasing the player, and for the obstacles to remain solid?

  • In this rpg game my player has a choice to travel up and around vehicle objects to get away from the enemy. However the vehicle objects each have a solid box on top of them to stop sprites passing through (works a treat), and unfortunately it stops sprites from seeing whats behind (greater y axis in this case) the cars.

    Is there anyway to bypass this and somehow have the enemies walking around the boxes, instead of them just stopping and returning to their paths as soon as the player runs behind them?

    I have included an image in this link: ibb.co/dBrmL3p

  • Brilliant will give it a go! Thanks

  • ibb.co/W6mhyqw

  • I had set up coding for the players 8 direction movement and the enemies 8 dir movement, but it isn't working when I run the game. I had done this using variables.

    I have included a screenshot below and also a link to the demo to download in case anyone fancies tweeking it slightly (That would be incredibly helpful!).

    I was following a a tutorial so I'm very surprised it's not working. Please help!

    Mediafire link to demo: mediafire.com/file/bgsaryv83qrdzmf/help.c3p/file

LorenzoZoil's avatar

LorenzoZoil

Member since 6 Nov, 2018

Twitter
LorenzoZoil has 2 followers

Trophy Case

  • 6-Year Club
  • Email Verified

Progress

7/44
How to earn trophies