facecrime's Recent Forum Activity

  • good call, randomly, I looked into that and by all means that should have done the trick, if the problem was really in the usage of the behaviour.

    but after removing the bullet i still get the same issue, so the issue seems to be elsewhere. odd thing is that i have two states using pathfinding and only one keeps having trouble.

    it seems that the troubled state won't trigger the 'on path found' event won't fire, even though the set destination is valid, debug says it has a path, but won't set a speed.

    any ideas perhaps?

  • It's necessary to switch between both when I need frequent updates of the target position vs when I need 'complex' paths to be resolved.

    Think of the zombie-type behaviour in a top down shooting scenario:

    When my enemies are spawned they need to figure a way around various obstacles to get in attack range of the player.

    This is resolved by pathfinding, but can only be updated every couple of ticks.

    When my enemies are close to the player (and have LoS) they use bullet to properly follow the player who is constantly moving.

    In most cases there will be no major obstacles in their way - if LoS were to be broken I switch back to pathfinding.

    Just check my old arcade example, it illustrates the situation perfectly:

    https://www.scirra.com/arcade/action-ga ... 10787?cp=5

    the first enemy you encounter has the issue where he won't move when he's supposed to 'circle' the player (see debug info)

    the following few enemies swarm you zombie-like, they apply both behaviours (see debug) and it works pretty nicely.

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  • Hi everyone,

    I'm using bullet and pathfinding behaviour on the same objects and they seem to be conflicting on some occasions.

    For sake of a higher update frequency certain states of my enemies can switch from pathfinding movement to bullet movement.

    Other states however use only pathfinding and ironically those don't move anymore since I introduced the alternative bullet movement to the above part.

    I made sure to disable the bullet when not needed but the pathfinding-only state still won't move when it should. Could disabling the bullet block some aspects of the pathfinding?

  • Possible. Damn. Thanks for clarifying

  • Hm, sucks to hear. But older links to that same box still appear to work!

  • Hi everyone,

    when exporting my project as an html website and starting it from my dropbox it suddenly won't start anymore, but the browser asks to download the index file instead of launching the game.

    What's going on here, can anyone tell?

    I did fiddle with project settings lately, mostly playing with view port sizes and resolution, but nothing that I would expect to casuse this.

  • Oh wow, this is most impressive! Haven't played yet, certainly will, but some questions off the bat:

    did you build this all on your own or with a team? How long did it take and did you work on it full-time?

    I'm guessing you have a history with professional animation or art at least?

    Congrats on pulling this off, really great achievement!

  • 99Instances2Go you know, adding obstacles for Los- and pathfinding behaviors.

    Now that you address it ... I add those to the Enemies family OnCreate of each enemy instance. Is that even necessary or should it be enough when instancing that family for the first time only?

    the whole thing goes through a number of steps, trying to catch all that matters:

    spawning all enemies whose locator is tagged to the current trigger, setting a few vars, disabling the trigger after that.

    tried 'pick by evaluate' instead of loop too, no difference.

    setting obstacles and targets for behaviors onCreate of instance

    also setting an inital distance to player - later updating every 0.1 second

    could this be expensive?

    the initial starting point of the enemy state machine

    (not doing very much anymore at this point tbh)

  • yes and that's what's odd, cause it also stutters when i spawn a single guy. proper freeze on the whole app.

    check here - earliest occurence is when that first drop pod creats the single enemy:

    https://www.scirra.com/arcade/action-ga ... 10787?cp=3

    I had that suspicion of unnecessary embedded loops as well and I'm somewhat confident that i earsed all likeliness for that by now.

    Could the container spawning the bases for my turrets be a performance strain?

  • I notice the hitch regardless of how many enemies I spawn in a wave.

    A wave contains anything from 1 to 20 enemies of different types

    A level will probably contain a 100 to 150 enemies

    I tried

    For Each: Locator_typeX->System: Compare Variable

    as well as

    Pick by evaluation: Locator.TriggerID = Trigger.UID

    without a noticeable difference.

  • Hi there,

    I built a spawning trigger system that creates enemies from invisible placeholders/locators when the player collides with a trigger.

    When all spawned units of this 'wave' are dead I execute a couple of actions, like opening a door, enable another trigger and such.

    But the system creates a noticeable hitch the moment the enemies are created and I don't get why.

    On collision with trigger:

    pick locators instances tagged with trigger's UID (repeat for each enemy/locator type)

    destroy locator

    spawn unit (only turret part of the enemy)

    store enemy UID in array (to check if wave is defeated)

    On enemy created:

    container creates missing body object for turret

    add obstacle and targets for behaviours

    pin turret to base

    store parent/child UIDs per object

    Can anyone see any inherent issue or performance killer in this so far?

    On a side note: going through all instances of an object only concerns the one in the active layout, right?

  • Hi all,

    I have. a top down game and want to make the player react to movement input (gamepad stick) with a subtle inertia for better sense of weight.

    So far instead of applying the actual stick input on the player I'm increasing a variable per axis at a fixed increment when a stick is moved. It works but takes an elaborate switch statement to cap and reset the value per axis.

    Can someone recommend a smarter solution?

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facecrime

Member since 25 Mar, 2014

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