Carbincopy's Forum Posts

  • I believe you would use pathfinding to Player.X Player.Y (-/+ ) if location is not find path move along. if arrived do nothing.

    everytick check player.x player.y

    also use something like line of sight to chase / tackle player within x distance

  • Looks like a little bit of a challenge.

    Things you need are on hike = move object to player = pin to or set position to object.

    then on player angle if pass ball set angle of movement to players angle.

    set bullet +/- depending on which side has the ball or if touch set moveto touch.X Touch.Y

    on collision with object set position to object or pin to object.

    If collision between objects set movemnet to enabled for new player and disable movement for last player.

    if ball = Touch.X Touch.Y and is not collision with object = next down at Touch.X Touch.Y

    Non user AI set position to object ( player ai ) follow set angle of movement towards ball on is line of sight.

    If ai catch ball set move to goal

    on collision with object next down.

    on hike ai move to choose ai player 1-3 .X and y -15

    I will edit with more later.

  • don't make them solid. or use if ai is overlapping

  • no problem, glad it helped you out.

  • not quite sure if this will help, But have you tried

    if angle = 0 (then pick 90,180,270)

    if angle = 90 (then pick 0,180,270)

    if angle = 180 (then pick 0, 90,270)

    if angle = 270 (then pick 0, 90,180)

    edit: also use marker blocks top,bottom,right,left if overlapping top on collision with right angle go down or left (pick 180,270) and so on. so not to get stuck in a corner just going top and right.

    As we can not see what you have done it is hard to point you in the right direction, without guessing at the issues you are having.

  • not as a sub event

    they need to be part of the same event. (2 conditions = event) thus

    (if key is down

    on collision with object) = do event

    note you may have to use is overlapping at off set depending on if collision is not constant ( like player bounced off object) Thus is no longer = collision with object.

  • Ok after watching the game for a little while here is what I see.

    on spawn resets green life on all enemies, but not life thus making green bar reappear on death.

    There needs to be some kind of for each statement to determine what is happening to each.

    also I disabled everytick as it was not needed. per what I was reading in the code.

  • Found another way to do this but I am still curious how other people would realize this.

    This is how I did it: I created a white sprite 1 px high and I have one variable for the los range and one for the cone of view. When the player hits an enemy I start a for loop with that counts a variable up by 1 until it matches the cone of view. This for loop creates one of my sprites at the players position and with the angle set to Player.Angle+(coneOfView/2)-count. This creates sprites in the exact angle of the cone of view. I set its length to los range and this creates a cone that matches exactly my cone of view and range of sight. The sprite has the fade behavior set to 0.1 so it just flashes and quickly fades away. Maybe I have to make it higher then 1px for greater angles to minimize the gaps between the created sprites but it should work.

    sounds solid to me. just don't really understand the difference between that and just playing an animation that would step through the whole thing step by step without all the extra coding. Good luck.

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  • From what I am reading. I would say use joints where on event play swing animation at joint. or at Image point what ever works for you.

  • persist is a behavior and is added to objects just like adding movement (pathfinding, bullet, platform) it is in the first row under the behaviors list.

    I had to use it with this demo.

    https://www.scirra.com/arcade/game-mana ... me?ID=5070

    To have the doors remember if they where opened or closed when I player was last on the layout.

  • there are a few ways of doing that.

    Layers, layouts with hidden areas, multiple layouts with create object on start of layout and set variables.

    using persist if you have items that need to remember status even when off screen.

  • bullet movement on over object or on collision with object set angle

    you do not need an array to set waypoints.

    you can set instance 1,2,3,4,5,6 and so on. if over 1-6 set find path to next 1-6 if 6 then find path to 1

  • I am not quite sure what you are doing but it sound like it should work on left click set width -80 then again and again from how you have written it above. until bar starts to grow the other way or maybe if bar width less then 80 it might not get smaller. So you might need a bar that is 80 x the amount of times you want to reduce it.

  • I am not quite sure what you are trying to do, But you could look at mini maps or in game maps.

  • Hello please show code.

    As you should be able to set on collision = stop

    or set position to player.