ReillyRobbie's Recent Forum Activity

  • Hello,

    It depends how your enemy is set up initially. If I were to try to do a similar air combo effect in Construct I would give my enemies the "Platform" behavior. Then when you hit the enemy I would modify their Y vector parameter to move them in an upwards direction. Once they are in the air you could keep re-applying the Y vector movement every time they are hit in the air.

    You could also modify their max fall speed to make it more floaty when they are being hit. Though be sure to reset the fall speed once the air combo is over and you want them to fall to the ground at normal speed. And you would probably want to vary the amount of Y vector motion depending on the size of the enemy.

    It would take a lot of tweaking to get just right, unfortunately there is no quick and easy way to do air combo's buttery smooth like in Marvel vs Capcom. There could possibly be a plugin for it or something in the Scirra store you could buy, but I have never searched for one.

  • So I'm trying to design AI for prey.. small creatures you can hunt down. They dont attack, they just run. I want to make a pathfinding event that will make them find a path that is away from the player or other creatures that hunt. If youre chasing them I want them to continue to stay one step ahead of you and be able to adjust their running direction or turn around if you cut them off for example. Any ideas?

    Have you tried having the prey 'path find' a random X/Y value that is the opposite direction of the player in relation to them? Then it can update either every few seconds if the player is moving or once they reach their destination and they can move again.

    You could also pin an invisible radius sprite to the prey so if the radius object collides with the player it will trigger the prey movement along their path and give them the illusion of smart behavior.

    Not sure if any of this is what you are looking for, just throwing out some ideas .

  • So I have an "Enemy" sprite in my game (Which is a going to be a platformer) and have created a good pathfinding system for it. But how do i get it to stay on the ground and have it move along the ground?

    Can you define ground? Do you mean you have a ground path you want them to follow? Or are you making a side scroller and the enemy is not walking on a ground platform?

    If you have a .capx file that would help as well .

  • Yep it works now, thanks!

    I really like what you did with this, and it's super polished as well. I am definitely going to check out the source and maybe create something with it .

    Do you have any plans on doing some basic AI cars to race against? You could probably place some invisible points throughout the track that a car can path find then give it a random speed multiplied by a difficulty level. Could be pretty cool!

    Looking forward to seeing progress.

  • Awesome! Great to hear that you guys have plans in place and are progressing toward new goals. Can't wait to see new updates .

    Thanks!

  • I am glad the example will be of use to you !

    I do not know how +rep can be given. I believe it may be automatically applied by the number of posts and by how much forum use a member has.

    But if you do find a way to give +rep I would appreciate it.

    Thanks!

  • Here is the link to the file.

    https://ufile.io/ar5xd

    This is an example of how I would go about making a game like you described, but I am sure there are many other ways to make a game like this as well.

    Just hold down the mouse to build your launch meter, release the mouse to launch your object. The physics are pretty basic to get the point across, and there may be a couple of bugs, but it should give you a good idea of how to make the background scroll infinitely while the object is in flight.

    I hope this is of some help to you.

    Good luck with your game!

  • Hello,

    Unfortunately I don't have C2 installed currently on my machine ( I use C3 now ), so I cannot create a C2 example file. If you would like a C3 example I can provide you a quick one. You should be able to recreate everything in C2.

  • Hi!

    I am not sure how those specific games were built, but if I wanted to make something similar I would not actually have my character move horizontally once shot from the mouse, all I would do is scroll the background to have the appearance of movement. Then I would make the art for the background just scroll horizontally in the opposite direction you want the character to travel until the object that was shot has finally stopped on the ground. The scroll would just loop infinitely.

    For the object to have that appearance of vertical bounce, you could probably use the physics plugin and just have increasing gravity while the object is in the air. Again, the object would never move horizontally, just vertically, the illusion of horizontal movement would come from the background scrolling.

    The infinite runner template is a good starting point for this system. If you can't get the template to work you can probably find Construct 2/3 infinite runner tutorials on youtube that will help you recreate it.

    I hope that is of some help to you.

  • That looks really well polished. Are you planning on putting a demo on the Scirra Arcade? The video looks fun but it's hard to provide feedback without testing the gameplay out.

  • For some reason I was getting an error when trying to play your racing game in the arcade. Not sure if there was an upload error or something. I went back and tried playing other games on the arcade and they loaded up fine for me.

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  • Nice work so far, the music rocks!

    Here is some quick feedback.

    • The game was pretty difficult for me, I would suggest having multiple levels and start the player going against 1 ship, then with each new level increase the number of opponents and things happening on the screen. I think players would enjoy the ramping difficulty and feeling of progressively getting better.
    • The buttons could use some visual/audio feedback, hover/click states would help a lot. They were static when I played and it was confusing to get through the main menu.
    • Add a loading bar or load complete % to the load screen, the game took a minute or two to load up for me and I thought it may have been broken.

    Keep up the good work

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ReillyRobbie

Member since 31 Jul, 2012

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