deadeye's Recent Forum Activity

  • I have been searching around so much but i can't seem to find anything about it. I want to know how to make an enemy. When it sees the player it will chase him and if it dosent see the player it will walk around.

    Thanks

    You could set up "states" for your enemy. If the player is close, set the enemy state (a private variable) to "active." If the player is far away, set it to "passive."

    Then you can use those private variables to run blocks of code that will control your enemy. You just need to use that variable as a condition in your events.

    Other than that, what methods have you tried? It's easier to help someone fix something that's broken than just tell them how to make it.

    (By the way, I cover some simple enemy AI in my Platform School tutorials.)

  • I suck at level design . I place one tile at a time and then hit Preview to test each tile.

    Okay, so it's not that bad, but close. First I'll throw some tiles down at semi-random in a configuration that looks interesting, and then after testing it to see it plays like crap I start the tedious process of making small changes and testing each one. This is especially true of Vert, where you can't really understand the level until it's running because it turns every which way... perhaps I should design the levels on paper first .

    When I made This Cursed Rock I at least had a measuring-stick sprite in the layout that showed exactly how high and far the player could jump, it did make things a little easier and cut down a lot on testing time.

    I am in the middle of making a sort of puzzle game that involves a maze though, so I have to change my level design strategy or I will soon go insane. Planning the route ahead of time is pretty much going to be necessary.

  • Can't catch a break on this picking thing, huh?

    What's happening is that in the second wave you have not one but two objects that are spawning things, and you're not picking them by anything more than "timer > 500, type = 2." Since both objects meet the criteria for the condition Construct doesn't know which one you mean so it selects the first created instance, which is the one that was created first in wave 1. This is the one that spawned to the left (Angle+90).

    You need to tell Construct that you intend for every instance that meets the criteria to follow these instructions, so you need to add a For Each loop to wave 2.

    http://dl.dropbox.com/u/529356/spawnforeach.cap

    By the way, you should probably use absolute angles when spawning the second wave, because using relative angles makes each side shoot in different directions.

    Oh, and if you intend for there to ever be more than one first wave bullet on the screen you should probably add a For Each to that sequence as well.

    Also, I saved that in 0.99.62 so you might need to upgrade.

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  • I hope Mary Jane is OK with you posting a picture of her. Did you ask first?

    I don't think that matters. If Mary Jane wants her picture posted, she will post it herself. I removed the link in Yaraslau's post.

    And that pretty much goes for pictures of everyone. The only way we can be sure that someone has permission to post a picture is if they post their own.

    As for the reaction to the situation (omg a girl, post her picture everywhere and creepily tell her how cute she is), it's borderline harassment. I haven't been keeping up with this thread on a regular basis, because I assumed that this was one of the few threads on the forum that can take care of itself. Apparently I was wrong.

    It goes without saying that your fellow forum members should be treated with respect... but I suppose I have to say it now. And if I hear one word from anyone in the future about being harassed, I'll start handing out bannings. It's not cool.

  • As far as I know the hotspot for any physics object needs to be centered in order for the collision to work properly. If I remember correctly this has something to do with the way Box2D works.

    If you need the hotspot at the edge of the flipper for whatever reason then make your sprite like so:

    <img src="http://i45.tinypic.com/i6clc9.png">

    Then when you draw your custom collision mask in the layout, just place your points around the colored area like normal.

    1 ) How do you increase the accuracy of the physics.

    It's hard to say without a .cap to look at to see what's wrong.

    2 ) Are there issues with physics objects and mouse control? Again, seems flakey for me when I use it

    Yes. If you manually move a physics object with the mouse or a behavior or by updating it's coordinates in any way except with physics itself, then you will get weird collisions. Also, when you manually move the flipper against the ball with the mouse, the flipper has no force, so it's not actually "hitting" the ball. You're just intersecting the flipper and the ball. The ball and the flipper are trying to push out of each other, but the mouse behavior is overriding it's position.

    Here's a method for moving physics object around with the mouse that may suit your needs:

    http://dl.dropbox.com/u/529356/dragandtoss.cap

    It's got a little bit of lag behind the mouse but it works pretty well.

  • Well, good luck then . I guess I don't see what the problem is with the method I showed you. It does work after all, and it's not like it's a complicated fix. Just avoid the bug shown in Madster's example and you'll be fine.

    [quote:c1gvm2mc]However, you already have a specific instance of that object picked in the condition, so it appears the selected object list is getting confused as to which instance you mean to perform actions on.

    I would say that this is a bug, since in my opinion after spawning an object all actions in the same event should be performed on the new object afterwards.

    Maybe, maybe not. The only way to know for sure is to get one of the devs in here to clarify how it should work in that situation. It seems to me though that instances that are picked by condition get preference over newly spawned instances, and if you think about it it does make sense. Logically it could go either way, though.

  • That's crazy. Very impressive

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  • However, the runtime does crash when spawning from a family.

    In my example above it doesn't.

    I looked at the .cap you posted to the tracker, and you have the Blue family spawning it's own member (the Blue family contains the "lol" sprite, and you're telling Blue to spawn "lol"). If you change it to Blue spawning the other "spawn" sprite it works just fine.

    It could be crashing just because you're spawning things at an exponential rate? I don't know for sure. But spawning from a family does appear to work as long as you're not spawning that same family.

    Still, a crash is a bug and all so yeah something is wrong there.

  • okay so that's funny. Sometimes spawns one, sometimes the other, sometimes both, sometimes THREE OF A KIND. I'd guess that's a bug

    Hmm, I was under the impression that it was supposed to just spawn one random instance of a member of that family, but since Daiz has only one member in the family then that shouldn't be a problem *(see below, it's not a problem).

    Spawning multiples is a bug though, yes.

    But if you spawn from a family, Construct crashes.

    I just assumed that should work, I didn't test it out. I don't see why it wouldn't work. (Unless of course it's a bug, which it sounds like it is )

    Fake edit:

    Before hitting submit on this post I decided to test this out on Daiz's example. The family spawning trick I described works just fine. I guess it's not a problem after all if there is just one object in the family:

    http://dl.dropbox.com/u/529356/multifamilybullet.cap

  • Yeah, I was gonna say... what's the point of having the highest speeds available if your government is gonna censor all the good stuff anyway?

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deadeye

Member since 11 Nov, 2007

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