facecrime's Recent Forum Activity

  • Wait, wait , don't tell, it's just sine and cosine isn't it? It's always that, gee ... gotta maths harder

  • Hi everyone,

    I'm gonna be laughed at for this, but how do I derive "the Y vector" (as in the 8Direction behavior action) from an angle? How the x vector?

  • Mikal thanks!

    Neat idea, walls blocking sound. Could be a simple LoS check upon collision with the sound.

    Could be checking against another type of indoor walls, so I get the option of indoor scenarios where sound can't travel as far.

    So far I was not gonna need it since I'm thinking of very open city scenarios.

    But if I end up running out of level design ideas it might add this kinda additional depth.

  • So i decided to treat myself and do a small side project. Lets see how that works out ...

    You play raven girl which has to free the ravens that are held captive all across the town.

    Enemies react to sound and vision, avoid them or take them down.

    I declare the mechanics to be complete and now move on to grafics. Not a strong suit of mine.

    https://www.scirra.com/arcade/action-ga ... aven-23421

    [Space]: Takedown

    approach guards unnoticed to kill them with a single blow

    [Shift]: Crouch

    move slowly or hide behind low obstacles (grey)

    [Ctrl]: Throw rock

    create noise to attract or distract guards

    ---

    Update 13.03.2018:

    We have a few testmaps set up, would appreciate some playtesting and feedback.

    Details below!

    Update 23.01.2018:

    So we got some basic visuals in: check the test level with a first set of environment tiles!

    Arcade version has been updated - feedback is appreciated!

  • Cool, great graphics.

    Animation feels a bit choppy. Still cool.

  • Love this

    Striking sound, too, contributes a lot!

  • Dude ...

    So cool!

    When are you expecting to release it?

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  • Consider me hyped

    Would love to have this as a plugin to make some dungeon crawling happen.

  • Can the LoS behavior return obstacles and their position then?

    Can' find anything on that the manual. Ideally it'd return some intersection point with the line check. If it even works like that

  • Hi everyone,

    I want my ranged weapon ai to understand when to prefer following a target or just getting in range for a shot.

    My ai has two LoS behaviors, one with full height obstacles (i.e. Walls) and the other with low height obstacles (think: handrails and such), both block pathfinding but only the high one blocks sight.

    I want them to notice a low obstacle on the way to their target and approach it as close as possible in an attempt to line up a shot.

    It should work by having LOS 2 detect a collision in direct line to the target and moving as close as possible along that direct line.

    TL,DR:

    So i need a way to get the collsion point of my "raycheck" with low obstacles. Any ideas perhaps?

  • Pretty cool

    The weapons feel good and the wounded enemies are a nice touch

    Tbh I can't identify what the background/floor is supposed to be.

    Also not easy to tell what's going on, when the scene is littered with corpses.

    What are your plans for the enemies, right now they're very easy to defeat? Will you introduce more challenging types later or are you beef up the current ones?

  • dop2000

    newt

    Thanks for the suggestions!

    My hope was to find a solution without raycast loops, assuming those to be expensive, at least in 3d engines, but couldn't think of anything. (Should have phrased that better in the question)

    I want to find a potential hiding spot and I don't want to tie myself do a specific object.

    I'll just give it a spin and look at the actual impact, thanks guys

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facecrime

Member since 25 Mar, 2014

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