oosyrag's Forum Posts

  • Thanks, didn't know there was a bug tracker for the website. The issue seems to have resolved itself though.

  • > What do you need to do with moveto?

    Move player invisible to X,Y position (multiple times when playing the game) and when player arrived the player becomes visible again and platform behavior has to be set back on, but have try it with tween behavior but it works stupid, when almost arrived it takes forever before it's at X,Y and the on tween finished don't work at all.

    Piss me really off that so many customers want simple Go To behavior and that we just get ignored.

    Here is an example for you.

    dropbox.com/s/jx9kfl2pfohgx2x/tweenexample.c3p

    Tween does what you need to do, just named differently. There are some differences between rRx's move to plugin and the tween behavior, but none that would affect the majority of use cases for them.

    Perhaps you should spend less time being pissed off and complaining, and learn how to use what is available instead. Tween IS the simple go to behavior that many customers asked for. Not only did the developers address the community regarding this many times, they actually did make it, so saying you've been ignored is just absurd and ungrateful. Not the best approach when asking someone to do something for you.

  • What do you need to do with moveto?

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  • Your message tags are different in these two events.

  • I seem to have a Store/Your licenses notification that won't go away. As far as I know nothing has changed recently regarding my license and I'm not sure how to get rid of it. Any remedy?

  • IIRC triggers don't necessarily follow the top to bottom flow of the event sheet. There is a possibility that the trigger for the timer ending might happen before the every tick event, setting the variable to 0, and then back to one in the same tick.

  • Check the following:

    Layout is linked to the proper event sheet

    Player sprite is created properly

    Markers are created properly

    Check visibiity of the player sprite (layers, zindex, visibility)

  • Use a timer behavior on your sprite. When you click it, start the timer. When the timer completes, destroy the object. If you let go of the mouse button or move off the object, stop the timer so it never completes.

    + Mouse: On Left button Clicked on Sprite
    -> Sprite: Start Timer "countdown" for 1.0 (Once)
    
    + Mouse: On Left button released
    + Sprite: Is Timer "countdown" running
    -> Sprite: Stop Timer "countdown"
    
    + Sprite: Is Timer "countdown" running
    + Mouse: [X] Cursor is over Sprite
    -> Sprite: Stop Timer "countdown"
    
    + Sprite: On Timer "countdown"
    -> Sprite: Destroy
    
  • My first approach would be to have all npcs created and handled by the host, with their own events. Copy whatever events you need to initialize them and set up their behaviors. Smart use of functions will allow some event logic to be used by both peers and hosts, but it's generally best to keep them separate.

    To answer your question specifically, you can set a flag/variable during an on peer connected event to signal that the peer object is being created for a player. Otherwise, you can use on peer object created (with the condition flag = false) to differentiate for npcs.

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  • Pin two helper objects on either side of your camera object at the left and right edges of your viewport. Where your camera goes, these boundary objects will go too, and make them solid so your player can't go through them.

  • There are two main ways to set up this sort of game, and the answer kind of depends on which method you use.

    a. Is the entire level created ahead of time and you're actively scrolling and moving through it? There are a few ways you can keep the UI in place, including the viewport expressions, anchor behavior, and layer parallax. Using the same idea of holding your UI in place, you can also place invisible helper sprites that define the edges of your screen. Those would be solid to prevent your character from moving through them, or maybe push out solids using custom movement with the character having the solid behavior.

    b. Does the character and viewport actually stay still and the objects/stage generated off the edge of the viewport and move past the character? See the space shooter template for this type of setup, I'd recommend this if you're trying to emulate Balloon Trip.

  • Assuming you are using an array to represent if block positions are filled or empty, loop through your array one row at a time. The condition would be that every spot in that row has to be filled, and the action would be to delete that row and move everything above it down one.

    The trigger to run this check should happen only when next block is spawned, using whatever logic you have in place to determine the previous block has been placed. This way rows won't get deleted as blocks pass by and "complete" rows.

  • Glad it was useful for you!

    Just as a disclaimer there are actually many different ways to format .csv, many programs output it differently. The example I made targets one specific way that .csv can be outputted, and is not universal.