eleanorjmorel's Recent Forum Activity

  • store tiles as x-y positions in a dictionary, use key.count as progression bar

  • bites you

    bites you

    bites you

    lets out a howl

    time stops

    glows in red energy that makes my clothes and air whip like there are strong winds but my energy is the source

    my left eye glows menacingly and i grin and grow 3 meters tall

    tears you apart in a cool combo attack too quickly for anyone to follow my movements (with my awesome claws painted sparkly white but with blue flakies like a jawbreaker)

    I stop in a cool pose and my aura dissipates and time resumes and u explode and paint the walls and ceilings red

    i swing both my arm down in a cool X fashion and the blood soaking my nails leaves marks on the floor and they are pristine again

    I whisper under my breath "not this again, we were supposed to work through this together and learn something" as i turn around and leave and the camera swings around to show what'S left of you in the middle of the screen and my back as i dramatically walk away

    I toss this over my shoulder on whatever'S left of you without looking back

    drive.google.com/file/d/1Yfbx0QHtl1MOxUkfg_kuN04Zuzi--rmN/view

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  • try figuring out where it fails! Debugging skills !! is it moveto? spawn a sprite and set it'S position to the move to target on every tick, see what happens !!!

  • hel yeah i do, which one do you wanna know ?

  • basically if you want the enemy to be 100 units away from the player, u normalize the vector between them, and u will get like, for example, x = 0.7 and y = 0.3

    0.7 + 0.3 = 1

    you want the enemy to be 100 units away

    x = 0.7 x 100

    y = 0.3 x 100

    or something like that and it will move away from u like magic.

    to get X and y you do like (player.x + enemy.y) / distance(thingsgohere) and same for Y and u get ur two x and y to multiply the distance by or whatever

    I think that'S how it works ???? and u get ur target move to location

  • so like when you normalize a vector between two points (player and enemy) you get a value for X and a value for Y and X+Y = 1 dont ask me how or why im a dummy but by using that you can give the character a target move to position relative to away fro mthe player where u multiply the distance of 1 to the distance you want because X and Y = 1 so it will be the correct distance and the correct angle and u can make it walk good so it'S awesome and u get correct X and Y positions to move to

  • normalize the vector from player to enemy

    Hell yeah game development besties

  • just gonna add there a little bit at the end *pushes u and nudges u with shoulder to get in front of the posting stick* anything u spawn like sprites or whatever with behaviors, they will tick every frame and increase CPU usage, but add things like arrays and dictionaries, u can have a million of them and FPS stays at 60, u dont even need to use their function they were made for, u can just give them variables and control them and move them around that way in any way u want like ur the puppetmaster behind the curtain and making the coolest shit ever and then when it "enters the screen" u can spawn a sprite and move it there like u can have so many little guys running around in those like u wouldn'T believe and they're all running around and doing their own thing !!!

    Subscribe to Construct videos now

    the world is ur oyster

    *Dab-instant transmissions in a pop sound away from the posting stick*

  • i do it in strawberrypunch.com and you can do it too by any way you want!!! Build a data structure that holds object position in some kind of grid of a predetermined size and when something moves it can change grids and u keep that updated as the game runs and when something moves to a space that's within render distance u spawn it and when it moves out you despawn it, that way u only need to query your data structure and get the relevent object uids or whatever instead of getting every object on every frame and checking if they,re on screen or not. anothey simpler way would be to check a certain amount of objects every frame but not all of them so every couple second u checked everything, this way isn'T as good as the previous one but it,s far easyer to implement ! godspeed and support queer rights !!!

  • yeah let'S go kikiki u tell em how it is !!!

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eleanorjmorel

Member since 7 May, 2020

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