oosyrag's Forum Posts

  • Sorry it's been a while since I worked with the platformer behavior. Messed around with it a bit and this is a more difficult problem than I originally thought. Platforming mechanics are always deceptively simple but actually quite complicated.

    To approach this I would probably want some additional hitboxes and special logic for "stairs".

    Additionally I think I'd have everything above the bottom of the character hitbox to not be solid until the bottom of the player collision box rises above the horizontal level of the top of any given platform.

  • Signaling server connection, room connection, and peer-host connection are all different things. You're looking for the multiplayer - room - disconnect action, which will disconnect the host from the peer (and leave the signaling room) not multiplayer - signaling - leave room.

    You can leave the signaling room (or even disconnect from signaling entirely) after making a connection with the host, and still be connected to the host. When you refresh/close your browser window you are finally closing that peer-host connection.

    Regarding the kick feature you need to use peerid, not the username.

  • Why do you need jumps? It should normally go upwards on diagonals when you run into them.

    Edit: Check out one way solids - construct.net/en/forum/construct-2/how-do-i-18/object-solid-one-direction-101758

  • This is mostly a case where left and right are constantly activated and speed set, while using jumpthrough for "rail" platforms and the fallthrough action should get you most of the way there, unless you are aiming for other specific behavior.

    Diagonals and high speeds can cause other issues you may need to work around that I'm not familiar with though.

  • AFAIK there isn't anything we can do about games not running while unfocused, its a browser/device thing.

    Some things I would try include simply increasing time before kicking, adding an "idle" state if no response received for x time before booting, or automatic reconnectingand updating when focused again. Or you can simply not show the current status of who is online or not.

    Check for javascript solutions too, since you can run scripts directly. Although I imagine scripts running in the background is exactly the kind of thing browsers and mobile devices are actively trying to prevent from happening.

  • ListBox is an html form element and comes with a lot of limitations. If you want finer control you'll want to build a custom listbox. One way is to create a text or spritefont object for each item, pin them to an invisible helper sprite to control scrolling, and using blending modes to crop the visible area (clipping mask).

  • I imagine platform would be most suitable. What issues are you having with intersections and how did you set them up?

  • Save y to a variable LastY every tick. Compare current y to LastY to see which is greater and set the appropriate animation.

  • Might be related to this. github.com/Scirra/Construct-3-bugs/issues/4560

  • There are free options out there you can use. Construct is not one of them. Construct is already one of the cheapest out of the paid solutions.

  • Any events running every tick that could affect them?

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  • Per the issue report, you can pad the sounds that are too short and failing to preload by adding a second of silence at the end. Audacity is a free tool that can do this.

  • You want to use the system pick nth instance condition, and use an incrementing counter (increase variable by 1) to specify which one to move.

  • First you observe the game you are trying to recreate closely. If you can understand what happens (actions) and when/why they happen (conditions), then you can start rebuilding the game one event at a time.

    If you have any specific questions, then ask again. In the meantime, I recommend following both beginner tutorials on this website first.

  • An inactive group is no different than no group. It's also not duplicate code. Like I mentioned early, if it's the same, just use a family. You only need to make events for the differences between characters.

    Your character animations should have nothing to do with how many levels you have.