caiorosisca's Recent Forum Activity

  • I think your solution is fine, maybe you could delete overlaping objects or check if count is bigger than a certain amount(max objects), about the text, jus add str() to them, as they are numbers and need to be converted to strings

  • *bump*

    Does anyone have something else to add?

  • Thanks Minor, that is a good idea, I might sub-divide the waypoints into 3 and have the AI to choose one of them to follow, the speed idea is also really good.

  • I,ve never used this lists but my Idea would be to spawn/update a list depending on what your mouse cursor is above. Like on your second image, Mouse is over NavigationItem3 on dropdown1, so have your dropdownlist2 set to visible(or spawn it), update its position to navigationItem3Y and navigationItem3+navitaionItem.width, update it's values accordingly. Hardest part would be preparing all the values, you can use arrays and a xml/json file with all the info.

  • weapon is between grads & Enemy.anim is different from desired one > set enemy anim.

    You probably have some events conflicting, logic seems pretty since there, a capx would help.

  • Thanks Robsta

    Has anyone used either pathfinding or the MoveTo behaviour by rexrainbow?

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  • It's fine that way, You can also use the system expression, Enemy.Count, this will return the number of enemy instances.

  • I'm about to start making a racing game, which will look like the image below.

    I'm probably going to use 8 directions movement behaviour for the player, direction relative animations, but I'm not sure about what would be the best approach to opponents AI, there will be 4 karts on the track (player+3ai).

    Does anyone have any experience on this? Should I use waypoints and have the AI following a pre-set path? That would result in really poor gameplay in my opinion, straight line of karts and I'm not aiming for a nascar like game. Having a different path for each opponent is a better solution but would take a lot of time depending on the number of tracks I'll have (5 at least).

    I'm also not aiming for a complex AI (my first thought was something like raycasting line of sight from the car and checking for collisions and simulating acceleration and steer control for each AI, that would take longer time than I have scheduled), it's a game for childrens, so it only needs to look fine, there won't be any pro racers playing it as training for formula 1.

    Also about the track, how should I set it up? Has anyone done a system to track player position and laps in a racing game (needs to prevent cheating), know if the player is going wrongway.

    This topic is already pretty big, so in fewer words, I'm looking for tips, plugins and behaviours, anything that can help making the development phase faster/easier.

    (Yes, I've checked the racing template, I'm looking for something more related to gameplay, not the player's car controls).

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  • stankol lmfao

    Btw, that's how I would do it.

  • Exactly, just use your current equation and suctract from currentStamina.

    Also don't forget to limit min and maximum stamina after all calculations are done, if currentStamina < 0, currentStamina = 0, else if currentStamina > maxStamina, currentStamina = maxStamina.

  • Visibility wouldn't be an option for me at all.

    About spawning, the images are all loaded up anyway, you need to leave one instance of each object type at the layout for it to be able to spawn later, could possibly be an option but not a good practice, imagine controlling 72 sprites, can easily become a mess.

    My choice would definitely be animation, it's easier to control and probably the best practice, you can also create a family for all the upgradable objects and use one logic for them all, something like: On Click 'Upgradable' > set frame to currentFrame+1

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caiorosisca

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