TELLES0808's Forum Posts

  • The best workaround is avoid the overlapping by using a checking overlapping procedure.

    It's simple, just make a condition "every tick" and "Enemy" is overlapping "Enemy Family", if so, then do an action "go to the opposite side" (you can do this last action by checking the angle of the overlapped enemy and adding 180 degrees in his direction of movement).

  • The bug affect the height itself, if you had a height of 10, and wanna change it, it will switching back.

  • Hi AllanR, I noticed, thank you!

    Here is a sample test of the very first alpha test of the game engine.

    Don't expect too much, but thanks to R0J0, it's already working as expected.

    In the next months I'll work in the AI and game aspects, to make more sprites later.

    https://www.scirra.com/arcade/other-gam ... -test-1841

  • Thank you newt, I think these logics are pretty nice.

    The author is very similar to my brother in appearance, lol.

    R0J0hound, Thank you for the sample, really appreciated! The sample CAPX is perfect!

    The images above are using the corner to show the sample because they are from the Tiled site, this is just a random image.

    The results of studies will determine if the game will be turn based, timed in lots or real time. I'm worried about the usage of CPU when dealing with 4 ships at the same time, for example.

  • Good point.

    The game will be about Pirates and Corsairs.

    The board will have ocean, with dangerous environments, also, when the wind is counter the player path, will cost more to move.

    My main problem was not the human part itself, but about the logic to start making an AI good enough to chase, run away, hide itself, and take advantage routes while engaged in battle.

  • It's very nice to know, but I'm looking for the logic behind it, because using plugins will take my control over it.

    Cheers!

  • I'm thinking in make a game using hex maps, and after researching a bit found the support for Hex maps on Tiled.

    Now I'm whiling to learn how to make this custom pathfinder system to use with the map: http://forum.mapeditor.org/t/support-fo ... s-added/47

    It will have terrains costing more to move over, also, it will be jagged like this:

    So, anyone already did a system like this? and can share?

    Thank you =]

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  • Good stuff bro.

  • File deleted a long time ago, sorry.

  • Equilibrium first episode is near of its completation =]

  • Still not solved.

  • Finished commenting the capx for maze generation and the solver.

    HTML5 Demo

    Controls:

      R - Generates a new maze Left click - Place start point Right click - Place end point Spacebar - Solve Maze C - Clear solved path so you can find on new one on the same maze

    I've tried my best to explain how the maze is generated but I'm not great at it. I hope the explanation makes some sense or you can at least work it out from the events.

    [attachment=0:3qokzstw][/attachment:3qokzstw]

    Amazing, thank you!

  • TELLES0808

    I like your games. Do you self publish?

    Yes krish

    Right now one of them is greenlighted, but still in development.

  • Awesome.

    I have certain you guys will make the game more fluid with the coming experience, and improve the AI, but for an Alpha test, it's awesome!

  • Didn't found while searching, before posting this topic.

    I need to update my links because they are transferring to copy right now.