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My Solid Monster can move on the solid wall

  • Hi All :)

    Before to tell my little problems I'm just saying i'm beginner.

    So... I say Thanks if you try to help me.

    <img src="https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-ash4/418703_363612640381967_628348052_n.jpg" border="0" />

    This is my problem...

    I don't wont the monster can move on the wall but i've try all for me but...

    In the image you can see the Behaviors and the Layers.

    Sorry for this stupid question but i hope can you help me

    Please can you help a little noob?

    Tnks :)

  • Not a stupid question! You don't need the solid behavior on your monster, just on the wall. Now on the bullet behavior on your monster, there is a parameter "Bounce off solids" that you should make "Yes".

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  • Thank you very much! <img src="smileys/smiley32.gif" border="0" align="middle" />

    But now i've one other problem sorry...

    The question is... the monsters are only a bullets how can they be a little bit more intelligent? xD

    <img src="https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-snc7/488112_363773993699165_1440892511_n.jpg" border="0" />

    Sorry for my problems... and thanks for your help <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I hoped you were going to ask that question! Instead of using bullet, you can use the same 8direction behavior that you use on the player object. You just need to turn off the default controls and manage it yourself using collisions with walls and other things.

    For example, in the example you show, when the monster hits a wall, add 90 degrees to the monster's angle to help turn him around.

    Here's a quick example I threw together. There is much more you can do. In addition to managing the collision with the walls, this one has some controller objects that turn the monster left, right, up, down, pause, slow down and speed up. During the deployed game, turn the visiblility for the controllers layer to invisible and no one will know what is making the monsters behave the way they are.

    8directionPatrol.capx

    This is based on some of the great platformer patrolling examples out there, like JohnnySix's patrolling example in the arcade. Of course, his is very polished, while this one was thrown together in under an hour.

  • Oh more interesting ;)

    Thank you very very much! Now i've end my question.

    Thank you for the support <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hi All,

    Im trying out my very first game (am a total noob!). It's a maze game with a monster chasing the hero around. Not very original I know...

    I tried implementing the waypoints as per the previous post(I have tweaked my events though so that the hero leaves a trail of waypoints for the monster, also the monster will follow the waypoints angle rather than random turn) but for some reason my monster will not turn (just goes right). My capx below:

    dropbox.com/s/3tlgud5xm9fwu7o/Maze%20tester.capx

    I think what I'm asking help with is why isnt the waypoints triggering the appropriate simulated keyboard action! (I think!)Many many thanks for any help with this! <img src="smileys/smiley2.gif" border="0" align="middle" />

    Btw. Im using this method of waypoints at intersections because I'm hoping to avoid using the bounce setting. with my test, it seems that the monster- even though a square box- will bounce off the walls at funny angles! Any light on this??

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