ReallyBasic's Forum Posts

  • I want to make many waves of enemies for a space-shooter type game, but I'm not sure how to go about it.

    Examples of what individual waves need to control:

    1. number of enemies

    2. types of enemies

    3. speed of enemies

    4. How fast they shoot

    5. when they shoot

    6. and just about every other property of space-shooter enemies you can think of.

    I was thinking arrays, but I'm not sure how to make individual waves with only 1 array.

    Cheers!

  • Thank you rokstars322! That was exactly what I wanted.

    I figured out a way to do it already (took about 3 hours) but honestly your effect looks way better.

  • Sorry, let me rephrase. I wanted to create a zelda-type message system, about 3 lines long. Some characters speaking to the player have more to say than others. The solution is to make the text typewrite a section of the text, and once it runs out of space, deletes the first stuff that was written to make a new line. It then shifts the second and third lines up, and prints the next (4th) line. This repeats until the text is complete.

    What I need is a way to cut the lines into sections, kind of what the text box does. I will store the individual lines in an array, and typewrite each individual line accordingly.

    In order to do this, I have to cut the message into the length of the text box.

    Thank you for your help!

  • I want to make text that spans over three lines, but can be more than three lines of text. So the message:

    "This is a test on how the text box is going to display text. If it spans multiple lines, then it will typewrite multiple sections."

    would be:

    "This is a test on how the text

    box is going to display text. If

    it spans multiple lines, then it"

    "will typewrite multiple sections."

    P.S.

    Each line can support 32 characters maximum, if that helps

    Tagged:

  • yep works now

    If I added tweening, would the ships stay on the same side, or would i need to add that?

    Thank you again for your help!

  • First, noah, that idea sounds great! I would definitely prefer the wingmen to be in a circle, but if it wasn't possible, I would go with the alternative.

    Also, AllanR, your solution is also something I wanted to add (if I am reading this right). If the wingman is on the left side of the ship, then tween only to another point on the left side. If it is in a corner, pick the sides it is on. This keeps the wingmen from traveling across the center in an x shaped pattern.

    Furthermore, the project you posted I am unable to run. Construct crashes every time I try to run it (is it possible it is because the project was made in a beta version?)

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  • whoops yes

    This is what I needed

  • Ah yes AllanR gave me the solution I needed. I need something extra, though. The distribution I have right now is like this:

    The cruiser is green, and the red is approximately the distribution of the wingmen.

    I need something like this:

    Thank you all for your help!

  • It worked!

    Thank you for responding so quickly!

  • Hello! I want to add a random that keeps my CuiserWingmen from overlapping the Cruiser itself.

    I added this:

    I am not sure if "|" works in this case as an "or". I just read somewhere that it is what construct uses for "or".

    Any help much appreciated.

    Tagged:

  • I want to filter enemies from the player tanks, just to keep enemies patrolling a certain area. However, the enemies will only avoid the same solids as the friendly tanks. Here is the code.

    https://drive.google.com/open?id=1sLK-h433EJeL1gWkpB-Mu9gljwT2vp0p

    Any help is much appreciated.

  • First of all, I figured it out, but not perfectly by any stretch.

    With Physics the chances of the sprite getting stuck somewhere are like 99%

    Well, only somewhat. I am not making a maze, just a very large playing field with many open areas and ways to get around. So, I don't need it to be perfect, especially if there are enough enemies. And yes, I am still using physics, but I just needed simpler steering to figure this out.

    Also, I figured it out. The car "followers" get stuck (it doesn't back up) but other than that you can check out a working project. The only issue keeping it from working was I wasn't picking all the Waypoints. Now it works pretty well.

    (Note: this is commented if ever needed for future use)

    https://drive.google.com/open?id=1LJGh0cS96j26RpE_QN0nJMU78JY8bZT5

    And then with physics:

    https://drive.google.com/open?id=14OYAyPJUAVE2Lfkn0Ny2ggdSkBe-T8wP

    Thanks for all the help though!

  • If they are all part of the same object, then you can. However, I am assuming that they are not, and unfortunately, as far as I can tell, you do have to add them 1 by 1. Sorry.

  • Would it work with something cheaper, say, following the player through the maze?

    Here is my idea:

    1. find the nearest waypoint and store a counter variable / UID

    2. move toward it

    3. if it sees a waypoint with a higher value counter variable / UID, set the counter variable / UID to the new value

    4. repeat steps 2 and 3 forever

    I started working on a simpler version outside of the game, just to see if it works. So far, no luck

    https://drive.google.com/open?id=1LJGh0cS96j26RpE_QN0nJMU78JY8bZT5

  • I am trying to create police in my game that can pathfind somewhat, so that they can find you in a large map and try to crash into you. An example is the game Most Wanted.

    However, all I have now is cars driving into walls and hoping to reach you sooner or later.

    I can do that with pathfinding, but am not sure how to do this with physics. I have already tried setting up a waypoint system but it isn't working to well.

    Here's what I've got...

    https://drive.google.com/open?id=14OYAyPJUAVE2Lfkn0Ny2ggdSkBe-T8wP