Uglypenguin's Recent Forum Activity

  • bump

  • So i'm creating an interactive shadow. Currently its a slightly oblong sprite with an off-center origin that rotates itself towards the closest light source. My question is how I could get it to rotate to the correct medium point/middle point if two lights are close and would make equal pulls on the shadow sprites angle. so I dont have odd outcomes as such

  • mekonbekon

    If thats the bug and you outrun enemies till they are off screen (thats when I experienced the bug) They wouldn't be able to keep pursuing. I feel that would be comparably un-immersive as them being frozen from the start.

  • Woah thats amazing! That is exactly what I had in mind. I will have to replicate it in my game. Thank you!

    I also experienced pathfinding locking up completely in some of my other code. Could this be a bug?

  • > So I'm trying to design AI for prey.. small creatures you can hunt down. They dont attack, they just run. I want to make a pathfinding event that will make them find a path that is away from the player or other creatures that hunt. If youre chasing them I want them to continue to stay one step ahead of you and be able to adjust their running direction or turn around if you cut them off for example. Any ideas?

    >

    Have you tried having the prey 'path find' a random X/Y value that is the opposite direction of the player in relation to them? Then it can update either every few seconds if the player is moving or once they reach their destination and they can move again.

    You could also pin an invisible radius sprite to the prey so if the radius object collides with the player it will trigger the prey movement along their path and give them the illusion of smart behavior.

    Not sure if any of this is what you are looking for, just throwing out some ideas .

    See I the first idea is what I want to do, I've had the concept for a while but I have no idea how to implement it. I don't know how to specify a random xy within 90 degrees of the player's angle.

  • I'm trying to create something.. somewhat similar to facerig. It will be a small project. I was messing with the user media object, whatever its called, and I can't seem to find a condition that simply recognizes you are speaking into the microphone. If I'm able to complete that condition will move the mouthpiece of your avatar. I could find any addons that could do that either. Send me your suggestions! Thanks in advance.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Great concepts! They need to navigate around complex maps and areas. Becuase of the size of the game it would be a pain to set checkpoints- though possible I'd rather avoid that approach. I was thinking something more towards the destination being generated randomly (like the idle pathfinding, they find a random destination on the layout to move to) but only places in the direction your character is facing? Perhaps random destinations within in a 90-degree angle from the player's angle? So, in theory, it would have a destination away from the player at all times.

  • So I'm trying to design AI for prey.. small creatures you can hunt down. They dont attack, they just run. I want to make a pathfinding event that will make them find a path that is away from the player or other creatures that hunt. If youre chasing them I want them to continue to stay one step ahead of you and be able to adjust their running direction or turn around if you cut them off for example. Any ideas?

  • Would inverting0' is overlapping enemy', ect. be a fix for it? Do I need to combine the code somehow and only have one else? Im not all that sure on how to clean it up

  • Ive got an issue with my code I can't seem to sort out... It used to work till I had to redo the way the character walks. 2 things are supposed to change when you are attacking, the player animation and the player's boolean 'isAttacking' and they don't change. Now if try to attack in game the enemies can still be injured. If I disable the entire attack event you cant injure them. Also, I loaded up an older version of the game and copied and pasted the attack code which was working in that version to my current version, still not playing the animation but I could injure them. That tells me the code is elsewhere but... I really have no idea what it could be. It stopped working when I changed the movement type from 8 direction to Rex's 'MoveTo"

    Here is the current game- https://www.dropbox.com/s/6061rsiwkr4t7 ... .capx?dl=0

    This should be a version where the attack works- https://www.dropbox.com/s/6ujs1cjnoiia5 ... .capx?dl=0

  • It already counts weight for as many items as I pick up, Im not sure how to choose the item itself. Would I use 'x has value' as a second condition?

  • Another y column?

Uglypenguin's avatar

Uglypenguin

Member since 18 Jun, 2014

None one is following Uglypenguin yet!

Trophy Case

  • 10-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Email Verified

Progress

14/44
How to earn trophies