Ryan Kocourek's Recent Forum Activity

  • I am currently trying to make an Artificial Intelligence. This AI will (hopefully) learn to jump over any course of squares. Here is how it goes:

    You set up a simple course for the AI. The course can be made up of death squares that the AI must jump over or fail. Each time the AI fails, it remembers where it failed and jumps somewhere around there. (If the AI touches a death square, the layout is reset)

    Though I need help with my quest, I made my AI be able to jump over 2/3 squares. I have yet to see it jump over the third. So I need help making it be able to jump over any amount of squares.

    If you are wondering how I want this to work, here is an explanation:

    • To remember it's fails, I will use a dictionary, and the AI will add a key of a X-Coordinate of where it died.

    • Another thing it must remember is where it successfully jumps, so it can repeat it. (Something I need help with.)

    As you can see, this project is complicated, and I do need a lot of help. But I believe I / We can make it. The AI should be able to learn how to master any course whose purpose is to jump over any amount of squares (or maybe even more obstacles!)

    If you are interested, please comment below. I have a capx here, so be sure to check it out.

    Thank you,

    Ryan Kdot

  • What I need to do is check if Player.X is equal to any dictionary keys. How can i do this?

    Ex: if Player.X = Dictionary.get(any) -> Player.Jump

    -------------------------Right here ^, it should check if the player relates to ANY of the keys.

    Thank you,

    Ryan Kdot

  • I am trying to make two separate AI's fight each other, and the one with the least power will retreat. I want some ideas for how this can work so they don't freeze at their Line of Sight. Here is a capx of what I have so far:

    Dropbox Link :D

  • Ok! I will put this into the game and see what happens

    Thank you for the fast response,

    Ryan Kdot

  • I was wondering if it is possible to make a sidebar that you can scroll through, while also being able to pan in the actual game. Here is a capx if you want to see what im trying to do: https://www.dropbox.com/s/va1sl8r8t4nki4q/TicketToCivilization.capx?dl=0

    The Build bar is the sidebar I want to scroll through.

    Thank you!

  • I want to be able to make city needs, so when there isn't enough water, it would show the percent of people without water on a progress bar. Then, same with food, but I also want a happiness bar. Any ideas for what I could do for the happiness bar? (What makes the people happy)

    Thank you!

    Link to CAPX: https://www.dropbox.com/s/va1sl8r8t4nki4q/TicketToCivilization.capx?dl=0

    I am always open to ideas, so if you have any, tell me!

  • Is it possible to make it so I can hold down the button and have it continue?

    I read some tutorials, they weren't that helpful. I did a CTRL+F and found ONE tutorial.

  • How would I detect if the tile is "unlocked"? I get how the MoveTo plugin works, but how would I implement that in my game? I tried using the PositionToTile (MoveTo X,Y -> X= Tilemap.PositionToTile(Player.X), Y = Tilemap.PositionToTile(Player.Y)

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  • Don't forget the other question:

    The Connected Textures :P

  • So, how would I use MoveTo use solve this problem?

  • That is pretty much what I would need it to look like, but I don't want it to look like it is jumping across tiles.

  • I have an idea: since my regular sprites work as a "BoundToObject", what if I have a tilemap tile on top of the regular sprites, making it a texture, but over the original object. So, the tile would overlap my working sprite. How could I make the tile go in the exact place as my working sprite?

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Ryan Kocourek

Member since 3 Jul, 2014

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