Space_Games's Recent Forum Activity

  • Oh... Man I'm bad at pathfinding.

  • So I know there is a built in pathfinding behavior but when used with tilemaps you can get it to work just not well. The only way to fix them running into walls is to increase the cell size and that can cut off small passage ways. I pray that they add a new behavior that combines tile based movement and pathfinding or add some settings to the pathfinding behavior.

  • I am using the built in one and yes I am 100% sure it is solid.

  • For the past 2 days I've been trying to get pathfinding to work with the tilemap in my game. For some reason it thinks that it should try to go through the wall or gets stuck on corners. Ex:

    I have no clue why it keeps doing this. I've read forums upon forums and yet I haven't been able to find a solution. I'm trying to make one of the selling points of my game be the enemies advanced AI and when this happens it looks the complete opposite of that. Please tell me how I would go about fixing this.

  • And if it does work I will most likely ask some more questions because I'm trying to make one of the selling points of my game be the enemies advanced AI

  • Alright I'm pretty sure this will work. Thx! I'll try it when I get home.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • The easiest way, would be to have an invisible sprite behind some cover object, or multiple sprites. Then have an Event that checks to see if an enemy's health variable is below a set value. If so, have it find a path, then move to that invisible sprite. If you have multiple move to objects/sprites, you could have a choose action, so it chooses one of the sprites to move to.

    I hope this makes sense. If not, I could go into more detail.

    It does make sense to me and that's exactly what I was thinking but this is where it gets more complex. I would like the enemies to then move to a different thing of cover if the player gets to close and from time to time peak from behind the cover and shoot the player.

  • I'm trying to make advanced AI for the enemies in my game. For some context it is a top down shooter and the enemies (currently) simply move towards the player when they see them. I would like to make it so if the enemies health is low (15% and lower) they run to cover. How would I do this?

  • I haven't! I'll try it when I get home and tell you the result.

  • It only has errors with those files thankfully. Will there be another way to fix it if this doesn't work by the way?

  • Whenever I try and open the folder file thing for my game it shows this message,

    And the colsole shows this message,

    How do I fix this I beg of you help! I've been working on this for 3 months now!

  • You do not have permission to view this post

Space_Games's avatar

Space_Games

Member since 12 Oct, 2019

Twitter
Space_Games has 1 followers

Trophy Case

  • 5-Year Club
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Email Verified

Progress

8/44
How to earn trophies