TELLES0808's Recent Forum Activity

  • You need to refresh the collision areas by "regenerating" it with an action in you events.

    In the object with pathfinder, use one of the Regenerate actions of this behavior, each one works better for a type of situation, and I suggest you to avoid regenerate the whole map, so, using the regenerate around an object should be enough.

  • try using "once while true" conditional.

  • place an "int" before it and set the value inside the ()

  • Again, because some people are asking me how do I solved it, I'm answering this old post instead of creating a new one to share the answer.

    Thanks to R0J0hound a long time ago, I have solved it differently.

    Plus, if the Racer (bot or not) don't overlap the checkpoint, he will re-spawn before the checkpoint, avoiding shortcuts and cheats.

  • I know it's an older post, but some people are asking me how I did my racer game and to post it public I'm using this topic.

    This was a long dialog on the forum to understand how the logic of a race game works.

    First, the AI need some support to understand the path, like the actual Uber self-driving cars. So, you can do it by placing way-points (placeholders) with instance variables stored while giving the bot-driver some insights of how to drive to the next way-point.

    Each waypoint have two instance variables, one called ID and another called Rank.

    The racer-bot should use the car-behavior to drive to the next way-point also, you should setup it to turn toward that direction, plus, give him some variable behavior.

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  • For sure

    You can use instance variables, and various ways to achieve the same.

  • I want suggest you to use an invisible tilemap and check if the object is at a specific tile position, if so, improve the player with its stats.

    To know the tileposition, you can check the positiontotileX and Y of the tilemap

  • Okay, this is a new behavior.

    Make an object with two sprite animation, call each one as OKTouch, NOTouch.

    Change the animation as necessary.

    In the events, check the currently animation and do the desired event for each condition.

  • You can set the collision check on or off as you desire with events.

    The collision checks are what trigger the button when a touch is over it.

  • Well, this can be achieved by many ways. As you desired, here is something similar.

    https://www.scirra.com/arcade/tutorial- ... wner-13147

  • bilgekaan, you don't need placeholders, you can use the checking overlapping at offset instead and you'll improve your performance, because placeholders increase significantly the number of collision checks. I'm working in a sandbox of my template where I was using placeholders and now it's all checking with offset, the improvement is huge.

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TELLES0808

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