KryptoPixel's Forum Posts

  • dropbox.com/s/apv49zqadv9rotn/easystartilemove.c3p

    Thanks but it doesnt show the same problem because there are no multiples sprites finding path and moving simultaneos, enemies moving should also "move" the tiles because they are obstacles.

  • From your code, you should only have a single enemy finding a path every 0.15 seconds cause you are only picking one instance with the "pick random" condition.

    Your last event could be causing the problems though because it would be setting has_moved to false on the same tick that an enemy is finding a path and setting Has_Moved to true.

    What is the behaviour that you are trying to achieve? Do you want all of your enemies to find a valid path on the same tick?

    This is actually my last attempt, i tried another ways, using for.. for each.. etc

    What I want to achieve is:

    All enemies should move 1 tile closer to the player like "every 0.5 seconds" all them move to the next square of the path found. And they are moving, what I think that is happening, is all them are calculing the path togheter, and when they try to move, if there are 2 enemies closer, sometimes they try to move to the same tile

  • Sure, here

  • Hey guys, I'm trying to use Easystar to move around enemies.

    So I have multiple enemies calculating path to the enemy and moving, my problem is that they are calculating path at the same tick, so 2 enemies could move to the same tile after getting path.

    Anyone that have used it know how can I calculate the path one enemy per tick?

    TIA

  • Does this work the way you want?

  • Project file deleted, cant access

  • You need a trigger to start it..

    You can compare the LayoutName for example.. If LayoutName = Game: Every 1 second add 1 to variable. Or you can have a variable to compare, that holds what is happening on your game, like: Menu, Game, Pause, etc..

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  • Add AdvancedRandom object

    Create the table

    Result on debug:

  • Using AdvancedRandom, create a permutation table.

  • Try using every 1 second condition, add 1 to your variable.. if you want to store the time played on every level, you can store it on an array.

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  • MENU -> View -> Bars -> Tilemap

    drag and drop it where you prefer.

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  • I have a google play game and I just exported it again as signed aab to see if this error happens here and the exporter is working fine.

    Can you share your project? Call me on discord, we can talk on our native language.

    KryptoPixel#1694