How do I get my platform AI to work?

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Post » Fri Nov 27, 2015 6:10 pm

i tried to make this through a tutorial, but something just doesnt go well since all my ai does is literally everything else than what its supposed to do. am i misunderstanding something or what?
can someone have a look at my file and tell me whats wrong

this was the tutorial i was following:
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 https*//www*scirra*com/tutorials/828/adding-classic-style-movement-to-your-platform-enemies/adding-classic-style-movement-to-your-platform-enemies/page-3

this is my gamefile which you can check and look:
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https*//drive*google*com/file/d/0Bw7sth_-pQTXOWJaWkM3YzVYOFE/view

remove stars and add dots in place.
thank you for your time :)
Last edited by littanana on Fri Nov 27, 2015 6:48 pm, edited 1 time in total.
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Post » Fri Nov 27, 2015 6:11 pm

I am unable to share my urls since, the forum thinks I am spam, how can I share my gamefile now?
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Post » Fri Nov 27, 2015 6:29 pm

littanana wrote:I am unable to share my urls since, the forum thinks I am spam, how can I share my gamefile now?

Firstly, there is no need to multi-post. Just use the 'pencil' icon to edit your post.

To bypass the posting restriction, just include some characters in the URL, e.g.

Code: Select all
h*tt*p:*//www*mywebsite.com/mygame.capx
If your vision so exceeds your ability, then look to something closer.
Moderator
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Post » Fri Nov 27, 2015 6:49 pm

zenox98 wrote:
littanana wrote:I am unable to share my urls since, the forum thinks I am spam, how can I share my gamefile now?

Firstly, there is no need to multi-post. Just use the 'pencil' icon to edit your post.

To bypass the posting restriction, just include some characters in the URL, e.g.

Code: Select all
h*tt*p:*//www*mywebsite.com/mygame.capx


Thank you, i edited my original post, sorry for the multi-post
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Post » Fri Nov 27, 2015 7:43 pm

Event 13 is disabled, but its subevents 14 and 15 aren't..

event 23, 24, 25 and 26 check if detector is overlapping solid, but there is only one detector in the layout and two enemies..
You are trying to set it to imagepoint "detector" of the enemy, but you are not saying which enemy and there is no way for the program to differentiate between the enemy instances..
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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Post » Fri Nov 27, 2015 8:23 pm

LittleStain wrote:Event 13 is disabled, but its subevents 14 and 15 aren't..

event 23, 24, 25 and 26 check if detector is overlapping solid, but there is only one detector in the layout and two enemies..
You are trying to set it to imagepoint "detector" of the enemy, but you are not saying which enemy and there is no way for the program to differentiate between the enemy instances..


Ah, thank you, I disabled subevents 14 and 15 (13-15 were part of my old ai code) and removed the other snail for now and it started working a bit better. (not properly, but atleast my snail moves now until she hits the ledge and starts spinning heh)

I understand the problem now so...I guess before getting this system to work I should be thinking about how do I make multiple enemy work at the same time with each of them, doing their own thing? Is there a tutorial for this?
I was kind of expecting to run into this at some point when I was earlier thinking about if I should make a hitbox for enemy, but I realized I had no idea how to run the hitbox if I had multiple enemies on the map at the same time.
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Post » Sat Nov 28, 2015 8:47 pm

Well, I deleted all the AI code and completely remade it by the help of this tutorial:
https : //www.scirra . com/tutorials/1270/bite-sized-game-development-examples-of-npcs-in-2d-platformers

So yeah I got it to work by myself. Thanks. :D
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