sabrinastuckless's Recent Forum Activity

  • It seems they can attack the towers even if they are in pathfinder to avoid them.

    Very odd, but that's wonderful! I am just making burgers then I'll be messing around with this some more :D I will let you know if I run into any more problems!

    Again, I really appreciate the help

    Btw nice game.

    ^-^ HUGE thank you, hopefully I can FINISH it lol.. which is not one of my strong points.

  • Thank you for that help savvito123 !! I knew something wonky was going on there with the pathfinding obstacles - the thing is, I don't want the blue/player units to avoid the red/ai towers (I should stop switching back and forth between that terminology in my events too.. unnecessarily confusing.) - the units are supposed to attack the opposing towers, and avoid their own towers.

    I really appreciate the tip on using families and sub events in the creation event, though! I will implement those changes right now :D

    Yeah... I was thinking the effects were going to cause a high CPU usage... and probably adding to the problem is I was using "regenerate obstacle map" instead of "regenerate region" or "region around object", which I was just doing some more reading on. I do want to have some nice flashy(or in my case, wavy) effects though, so perhaps I could just reduce CPU usage elsewhere?

    -Dumb question possibly, but does reducing the rate of the effect or manipulating its opacity/etc, reduce its CPU usage or is it just a flat usage rate once enabled?

  • Also, I apologize ahead of time if my project is a little confusing/noobie lol; I am self taught in Construct and just starting to learn C# with Unity, meaning I may not have things ordered/sorted "properly"

  • I think this should work; I've never shared my projects on here before D:

    https://drive.google.com/file/d/1kzIP3y9yv2P0kiuAZ_ue4ptUqomXUh7N/view?usp=sharing

  • I now have permission from the artist to post the construct files; if anyone thinks they can help, but needed to look at the c3p file first....... let me know.

  • savvito123 thank you very much for your reply; right now I have an "on created" even for the units which will regenerate their obstacles when they are created... I actually ended up putting "clear all obstacles", then readd the towers, then it worked - but only when I load the Level Layout that I'm testing. It still does not work when I go to that layout from other layouts in the game -_-

  • Hi folks!

    D: I may have posted this in the wrong forum section...

  • Hi folks! I've had great luck posting here before about weird issues (most end up being human error, ofc lol) - so let's give this one a whirl: I am attempting to get permission from my partner, to post my .c3p file here, as there are a lot of finished assets in there already... but in the mean-time I will try to be as descriptive as possible. (apologies ahead of time, I am having a weird brain day and am also really new to Construct, so my terminology might not be 100% proper xD)

    I am creating an RTS/open world/TD game where you place towers and units spawn out of them, path to the enemy's castle and attack enemy units/towers along the way while avoiding your own towers. You are only able to build in the first ~thousand pixels on "your side".

    The pathfinding is working PERFECTLY when I load up the level layout itself for testing.

    But if you were to play the actual game, you start on a <Main Menu> layout then click start to go to your <Empire> (think Heroes of Might and Magic castle scene). From there you can select a map to play, which will take you to the <level> layout.

    The first time played, a brief tutorial will play (which doesn't trigger for some reason when I'm testing the level layout on its own... only when I go in through the main menu... so that could be part of the issue/it seems to connect) and then the player can place towers - this also triggers the AI to build towers, which doesn't happen when I'm launching the level layout alone.

    TL/DR? My pathfinding units work perfectly (avoid the custom obstacles while moving along path) when the <Level> layout is launched by itself. But when launching my game from the <main menu>, as intended for the real game, other events seem to be confusing/preventing this pathfinding behaviour from working the same way.

    If this is a rookie mistake - something easy that I'm not considering - and I don't need to share my c3p file, that would be preferrable... but let me know if a hands-on view is needed to understand the issue.

    Thanks in advance for any help :D

  • O.M.G. it was so simple D: Thank you so much influogames !!! I've even learned about 'Else' statements in javascript and I just didn't think to look for that in Construct!

    It solved the bobble for my character (I also ended up setting the bullet speed to 0, too, instead of disabling the bullet behaviour), but the issue may be a little harder to solve for the AI character lol. His collision events are the issue and they aren't triggered in a way that would work with an else statement. I will probably create a separate topic for that since it isn't really related to this one (only the bullet behaviour).

  • Hey folks! I had great success looking for help here, the last time I needed it for this same project, so I hope someone can help me out again. A little bit of background info - I am still very new to coding and Construct 3 so I will do my best to explain everything properly. The project I am working on is a commission and I don't have permission from the commissioner to share the project or screenshots(there is a very long, insane story of how I came to be working on this project to begin with), but I will provide pseudo code and sneaky snips if possible xD

    Ookay, the issue revolves around the main directional/movement controls for the game - the game is a vertical scroller/runner, and the "project manager" wants the main character (which is a spriter object and a pinned sprite object that follows the player for extra collision detection options) to follow the mouse... but not exactly. Since it's a runner, he wants there to be a bit of a delay in the movement for the character to follow - not stuck to the mouse - I have it set up as a bullet with a speed of 100. In my event sheet I have the following events;

    System> Compare: distance(character.x,character.y,mouse.x,mouse.y) > 40 [AND] Character> booleanIsRunning (I have other booleans for wipeouts and gameOver) ... Character> Set bullet speed 100, Set bullet angle to angle(character.x/.y,mouse.x/.y)

    my next event was INTENDED to have the player stop setting it's angle towards the mouse and stay put there until the mouse is outside of 40 pixels again, but instead he is hovering around the mouse, bouncing back and forth within the 40 pixels

    System> Compare: distance(character.x/.y,mouse.x/.y) <= 40 [OR] Character> XbooleanIsRunning(X=inverted) ... Character> set bullet disabled

    I'm sure those of you who understand the bullet behaviour more can see my mistake straight away... I was considering that the bullet behaviour might not be the best method to achieve what I want here. I have an "AI" character in the game that fights the main character and I am having a similar issue with him - he is a bullet as well and when he "wipes out" the bullet still keeps him moving around on the screen. So we may be able to kill two cyberbirds with one bugfix ;)

    Thank you, brave soul who attempts to help me, in advance and let me know if there's any extra info I can provide to make it easier/clearer!

  • Thank you oosyrag , I don't fully understand how to use 'DT' yet lol. I ended up disabling a lot of my clunky 'code' and figuring out where the issues were hiding after inserting the suggestions you made, above - my player now follows the mouse and stops when reaching it, no jittering and collisions are working perfectly!

    Thank you again for all of your help :D

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  • my collisions are wonky"

    The issue with collisions actually seems to be when the mouse is within the player's bounding box and/or within the condition where the player disables the bullet behaviour.

    I do have the bullet set to "bounce off of solid objects", is that what's actually controlling my player's 'collisions' when the bullet behaviour is enabled?

    Edit: instead of disabling and enabling I set the speed to 0 when it would have been disabled and re-set it to 25 to enable.. collisions work perfectly now, but it seems to still be having this "over time issue though" where its SUPER slow at first and gets faster and faster...

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sabrinastuckless

Member since 30 Dec, 2019

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