pumacap's Forum Posts

  • Hi,

    Please see below. I had done some changes, and in the images the read and save location are not the same, but in my exported NWjs game file, the locations are the same, being NWjs.UserFolder & "savefile.json"

  • Hi,

    I have tried both NWjs readfile command and AJAX request file command to read data back into my dictionary but without success. Writing the dictionary content to json file using NWjs write works however.

    What could be the problem here, that I can write the data but not retrieve it?

  • Hi dop2000,

    Thank you so much for your reply. Your suggestion is included in things I have tested and unfortunately it does not solve the problem.

  • Hi,

    I have this problem where the player moves after that it has arrived to its new position after a "set position to"-event, e.g. on player overlapping object X, set player position to x,y.

    I use 4-direciton movement for the player and have played around with disabling brick movement, set movement speed to 0, etc, to make the player stand still when it arrives to its new direction. But it is not working. Depending on the attempted stop movement actions used, the player will either move one tile or try to find its way back to the position it was moved from.

    Input on how to solve this problem would be much appreciated.

  • Hi igortyhon,

    I see. Thank you so much for your input.

  • Hi,

    I'm thinking about using the Local Storage plugin to save player progress in my game. I'm just wondering if the save file can be easily accessed and manipulated? And if this is the case, what would be a save game progress alternative that is more difficult to manipulate?

  • Thanks for the inputs BaconSwagg and R0J0hound, I feel I know how to handle this problem now.

  • Hi,

    I want to apply seperate actions for different intervalls of the angle between player and enemy; 4 quadrants for the total circle of 360 degrees.

    In the code I have used the condition "is between two values" for each quadrant and written "angle(Sprite1.X,Sprite1.Y,Sprite2.X,Sprite2.Y)".

    The angle values I have set to the following:

    Quadrant 1: first angle 315, second angle 45

    Quadrant 2: first angle 45, second angle 135

    Quadrant 3: first angle 135, second angle 225

    Quadrant 4: first angle 225, second angle 315

    However, this does not yield satisfying results, the desired actions will not take place when the angle between player and enemy is within these angle intervals. Maybe the first and second angles I have assigned are the wrong values?

  • Hi lionz,

    Then you instead have the problem that the enemies stack.

    In many games multiple enemies being on the screen at the same time can find a way to the player, finding their own spot beside the player.

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  • Hi lionz,

    I want each enemy to find a position directly beside the player.

    Right now when a couple of enemies have line of sight to player and pathfind to player, only some will reach a position directly beside the player, while the rest will line up behind the ones that achieved to reach the player.

  • Hi,

    How do I avoid enemies that have soldid behaviour from lining up behind each other when having multiple enemies pathfinding to player?

    I have tried to let the enemies pathfind to different invisible blocks that at all time surround the player, but this has not solved the problem.

  • Thanks badimo57_7416 and winkr7. Your inputs are much appreaciated. Now I have some approaches to play around with.

  • Hi,

    So, if an enemy pathfinds to the player so that player and enemy are beside each other, then the enemy will quickly adjust its position to the player's every new position. This means that the player cannot really dodge the enemy's attacks. Is there a way to decrease the speed of which the pathfinding enemy adjusts its position to the player's position?

  • Hi Winkr7,

    I want to do so that when the player is within a certain distance from an item on the ground, the player can pick up the item. The overlap fake sprite idea solves this problem perfectly. Thank you for your help!

  • Hi,

    I know I can use the compare two values command and write distance(Player.X,Player.Y,Sprite.X,Sprite.Y) to compare the distance between Player and Sprite. But is there a way to use compare distance for each sprite in a family without having to create a compare distance event for each one of the sprites in the family?