TELLES0808's Forum Posts

  • Hello everyone!

    I'm the developer and artist of "Not in my farm" game pack (https://www.scirra.com/store/royalty-fr ... nture-3566) and I'm looking for an pixel artist to join me in the final version of the game.

    "Not in my farm" is a platform game composed by two main parts of ten stages.

    The first ten stages are about defending the farm against the alien kidnaps and the next ten stages are about the alien mother ship pursuit.

    While in the first stages, you're able to kill aliens and at the end, you'll confront a mini boss, who drops parts of his spaceship and you will use it to build your own rocket in your water tower.

    The last boss of this part will give you the fuel to launch.

    The second part of this adventure will be where you have the control of the rocket and you should pursuit the alien mother-ship, avoiding or fighting the aliens and obstacles, plus, you'll have the ability to get out the rocket and take control of damaged alien spaceships or to take debris to improve your own rocket.

    Achievements will be given for who finish the adventure without any upgrade, and so on for who take all of them.

    While going up, the scenario will be changing with its altitude, you will also have control of your engine and fuel consumption.

    The final boss will be pretty similar to the independence day mother-ship.

    So, if you liked the idea and wanna join me in this game, sharing any future earns with ads and/or upgrades (it's all about how much we will work on it), feel free to reply this topic or send me a message.

  • nice animation

  • First time posting anything to this thread:

    Trying to mix turn-based RPG, fighting game and arcade game. Hopefully I will finish it unlike my previous project that I quit after spending way too much time on it.

    Very nice, polished.

  • here is video game in Construct 2

    Amazing PixelArts

  • [quote:d77wfboo]but I give up it after a leak

    What do you mean? What happened?

    After all my effort, and before the official launch of the complete version (a free and huge upgrade to the game sold), a beta tester shared the complete game in a parallel platform for free... I never released the complete version then.

  • Almost there...

  • I liked the challenge

    When I have some spare time, I will see what I can do

    Then I can share what I done so far... lets see

    I will try to use finite state machine

    I'm needing to pathfind four times per AI, because the AI can reach the walls in four sides, but here is a trick, we need to know the shortest path. Also, I can't setup it to go straight to the wall, or it will overlap the wall with the move-to behavior.

    I'm thinking in improve it by setting the AI to to direct to the wall but when the next step hit the wall, disable the whole thing, but didn't figured out how yet.

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  • Yes, to run away for a safe spot give a lot of work, because it need to keep tracking too much events, like line of fire, obstacles, other players, etc. It also ask you a decision, what is a safe spot? What is the best behavior to find one?

    In the start, for example, I did him to search for a diagonal available spot after placing a bomb, and wait til the fire is over. For this simple task I did a lot of events and variables.

    But when you have a player facing the AI, and he placed a bomb and walked to the "safe spot", so, the player placed a bomb in line with him, and the first bomb didn't exploded yet. Here I did a "choose" event to the AI decide risk running away or still there and die, but it's always possible to track the bomb timing and walk away when possible, if possible.

    I'm working on a Pacman clone right now to learn how to make the AI move smooth, and newt told me about a plugin of pathfind using the A * Pathfind algorithm, who is very fast.

    Looking forward, AI in bomberman is being a huge challenge for sure, at least for me.

  • Nice Plugin, fast.

    The sample file is not showing the red path like in the live example.

    Also, I noticed a bug when using the behavior on a tilemap object. If you want to change a tile on the right side, near the edge, it won't work. I.E., in the same sample file with the red path, if you reduce the size to match the screensize, and right click to change any tile it will not detect the event.

  • You'll want to set cell size to zero, and then go use another behavior.

    Ty Newt, I'll give it a try.

  • Solved. Maybe not the best way, but it's working...

  • There is any other way to avoid pathfind looks like a car movement?

    I'm trying to use pathfind in a Pacman clone. I simple want the ghost to follow the path without drift on every single turn.

  • Well, it's proving to be more challenging than I'd thought.

    Anyone know where the AI of Vs mode is explained? Or a source code in C #, Java, anything.

  • tdcostas, I think you really messed my post at all... Also, you don't need a plugin for it, as the sample above, you can do it using events...

    What you asked for is very simple, and possible to do inside C2 with by 5 events, pay attention to the sample and adapt it to your needs (using the tilemap instead of separated sprites).

    Every tile in the tilemap can be checked and you can setup individual weights for it using a 2D array, with a line for X, Y and Weight.

    Highlighting the area where is possible to move on will need the bubble logic of my sample, where you start from the player, going to the surround area, giving them a weight and limiting the bubble to a desired range. You will need it to avoid obstacles and turns around.

    I could give you a sample, but been busy to spare this time now, hope luck to you... and peace...

  • You can make invisible tiles over the entire area where the player is able to watch, then, change the animation/frame of the tiles where he can move with the current weight of move.

    This is something similar to the pathfind system. https://www.scirra.com/arcade/other-gam ... -test-1841