thedude1693's Recent Forum Activity

  • Ignore this I don't know how forums work so I quoted you to notify you.

    I read everything you posted and put into the project. I noticed all the path finding issues seem to stem from the "longer" enemies. It appears they seem to be the ones getting stuck to the walls. Even changing their origin points seems to have no real affect on them. I'm seriously about to just remove every enemy type that's not a 32x32, 64x64, etc... cube so they can pathfind correctly!

  • Okay, turning your cell size UP to about 20, and the cell border DOWN to about 2 or 3 immediately made a massive improvement.

    With your previous setting, the ewnemy was looking basically for a gap of over 50 pixels to fit through which is why they were having some issues trying to walk around through your structure.

    After changing those setting just quickly - I got swarmed and died almost immediately from about 10 enemies running straight for me with little to almost zero "circle running" or hesitation.

    Hope this helps... but you can maybe tweak even further - 20 and 3 were the first settings I tried.

    ~Sol

    Thank you, is there any way to visualize this so I can see what size to make my hallways and stuff?

  • It could be that your path assessment is too short... every 0.5 seconds doesn't leave much time for them to execute the path before "stopping" to find another path.

    If you can post your capx file, then maybe I can have a look and see what the problem may be if increasing the time (make it like 5 seconds or more) between path calculations doesn't help.

    ~Sol

    drive.google.com /file /d/ 0Bx4FI3LqqX93VjZ0bkRMUUxFT0E/view ?usp=sharing

  • Pathfinding right now is one of the most annoying problems I'm having. Every .5 seconds the enemies find a path to the player and follow the path. But they seem to have this annoying issue of getting stuck to walls (even after changing the cell size and border. They also like to find the most ridiculous paths where they do loop-de-loops mid path.

    My questions are: How can I make these guys find realistic paths?

    How can I stop them from getting stuck to walls?

    And how can I make the cell size and borders "visible" (So I can design buildings and actually know if they're going to work with this BS pathfinding system.

  • oosyrag it appears this creates the issue of it permantly being on timescale 100, as there's no possible way that pause date can be greater than the wallclock time.

  • oosyrag do you mind giving me an example on how I can accomplish this? I understand you can accelerate the game, but I'm not sure how to put this on paper.

  • I understand you can't run the game while it's unfocused, and nearly every post I've found said to compare timestamps. I've figured out how to compare the timestamp, I just cant for the life of me figure out how to update the progress to what it should be. Can someone explain this to me?

  • Do you guys think it's possible to use the multiplayer to create a server that everyone can connect to? For example, a log-in authenticator, or perhaps a 'global world event' that everyone can participate in.

  • I'm creating an idle game and I want there to be a global boss that everyone online can participate in fighting, how can I do this with the multiplayer object so that both everyone in the game connects, and that there is no 'user host'?

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  • I can do the create sprite on contact, but How do I make it so it has random direction and distance?

  • I want to make it so when the player or enemy is shot/damaged it creates blood splatter that stay's on the ground, and when an enemy blows up it creates gibs and bodyparts as well as blood.

  • Synchronic my solution to this problem was when entering the car was to destroy the player object and when leaving the car to spawn another one on an image point next to the car.

    Try this and see if it resolves your issues

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thedude1693

Member since 17 Jan, 2015

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