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Always
-CannonBallBG: Spread Value 1 in ID
CannonEnemy: Animation Launching is playing
CannonBallBG: ID = 1
Only one action when event loops
-CannonBallBG: Destroy
But every time I start the frame, each one of the CannonBallBG objects are destroyed. I only want to destroy the last created one, every time the launching animation of the Cannon Enemy starts.
I'm not sure what I am doing wrong, I tried to spread the value whenever the cannonball is destroyed but the result is the same.
I'm trying to make a side-scrolling beat 'em up game and I have a problem with the AI behavior here:
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My events for handling the collision are these:
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Can you help me with this? My problem is that when the rat collides with the player, every rat in the same direction with the collided one stops moving. If I spawn the rats from 2 direction, and one from the left collides with the player, every other rat who is approaching the player from the left also stops moving.
I'm sure this problem was discussed somewhere in the internet before.
I have an event, that every time my player collides with the active object, I subtract 1 from his maximum of 100 HP and I have multiple copies of the same object in the scene. When the HP of the object reaches zero I destroy the object.
So, how can I stop the disappearing of all objects when one HP reaches 0?
I have a simple event for this: IF HP of Active = 0 then Destroy Active. I think I don't have a selection here, so it destroys every single instance of the Active.
I've managed to do a really "meh" but working enemy knockback to my game: Please login to see this attachment.Please login to see this attachment.
Here's a GIF how it works in action: Please login to see this link.
However, with this I just can't get to work an AI that follows the player and attacks him if it's close. I've tried a simple method but it is really basic, not even working with a condition that If the Enemy gets closer than 35 pixels to the Player, his animation changes to Attack: Please login to see this attachment.
I don't even have an idea how I'm supposed to do this, all I've done before was puzzle games with matrixes and stuff like that we've also learnt at school.
I would appreciate some tips or .MFA files with basic AI that would work with my game after some fine tuning.
Sorry if it's too much to ask or the question's vague.
I'm not really good at figuring things out I think, so I'm asking again a noob question.
So, how can I achieve a less buggy collision detection and behaviour of the tank? Here is the example .MFA, I've tried to make an alternative one to the 8 direction collision check, but I failed, it's buggy too. (not that much) Please login to see this attachment. The source of the problem is the way I managed to do the movement of the tank in my opinion.
Thank you for helping me out again and again!
PS: I've searched the web for examples but I failed, maybe I'm bad at searching too. X)
This is my first game! I'm making it with a friend of mine. It will be an Angry Birds-style game about Gangplank from League of Legends. We are making this game in our spare time, and I'm in 11th grade, my friend in 9th so the development is really slow and not that serious. Just wanted to show you what I'm trying to make. We'll probably never release it, I guess we are just doing it for fun.
All art and programming are made by us, let me know what is your opinion about it. There aren't much ready yet, those orange rectangles etc. will be replaced by something more cool.
Here's a link to a gameplay GIF: Please login to see this link.
Btw sorry for my bad English, it's my third language I'm learning.
I changed the event to Dir("Ball")+16+RRandom(1,2). Now the problem occurs more rare and less intensive but it's still there. Maybe there's a more "mathematical" way to do it, don't know.
I want the ball to bounce correctly in the opposite direction. If you play like 3-4 rounds in this you will notice that sometimes it bounces in a straight line up and down. I want to get rid of that problem, and don't know how. I tried the Advanced Direction Object but it can't seem to do what I need, maybe I can't use it.