facecrime's Recent Forum Activity

  • I created the same kind of behaviour with a simple bullet behaviour

    • once your enemy is in circling distance of the player:
    • set the enemy's direction to look at the player and imediately add an offset of 90 degrees to that angle
    • move the enemy forward

    =>because you constantly readjust the lookAtPlayer+90DegreeOffset, the enemy will always move sidewards to the player, effectively circling the player

  • aha, could you elaborate on the "change at offset"-idea?

    I have an enemy(-family) that moves only through a bullet behaviour. they'll be moving in similar but not identical directions towards the player.

    I want them to avoid overlapping by doing a sidestepping-kinda movement while still approaching the player. I don't know how to determine the "away" direction relative to the object I'm colliding with.

  • The problem with checking collisions with the same object is that you aren't assured which Object you are getting(picking).

    See my test capx

    thanks for putting this together, seems to work nicely.

    Problem is, like you're saying, I can't be sure which object is referenced.

    What I want to use this for is to seperate two colliding objects, while not changing their overall movemn tdirection (like bounce would). this doesnt seem to work this way, as i can't make sure that I can get the correct direction, away from the 'other' object in the collision.

    Is there a better way to move overlapping objects away from one another without rotating them?

  • yeah but how do i reference the object I'm overlapping with?

    especially when the two objects are of the same type

    say i'd go

    on Event: NPC_Blue overlap with NPC_Blue

    action should be:

    Move X pixels at angle NPC_Blue.position - otherNPC_Blue.position

  • HI,

    I want my NPC move away from another NPC of the same type it's colliding with (without turning away) and for that need to get the position of that 'other' NPC. how do I best get that position on collision?

  • right, works, thank you!

  • ok, so just to be sure, we are talking about dynamically transferring objects between layouts, not copy-pasting stuff in the editor, aren't we?

    If so, perfect. Moreover: how? Please tell me how I can "grab" and transfer "global" objects to another layout

  • sweet. will you make me ask how?

  • Hi,

    do I have to rebuild my HUD for every layout/level or can I transfer a layer from one layout to another?

  • *bump*

    does that mean it's not possible to receive specific overlap positions in C2?

  • Hi,

    can I detect the point that two sprites are overlapping at?

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  • yes, pretty much. although I'd should not need to be that exact same one I switch to, Just switching to some other image, presumably refrenced through another sprite object. say my player sprite collides with some npc sprite, upon which he takes on a different image. that different image I'd like to be able to reference differently than by switching to a different preassigned animation, I'm guessing that there might by a way to reference the image of another sprite somehow..?

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facecrime

Member since 25 Mar, 2014

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