oosyrag's Forum Posts

  • Generally speaking, you would store all the data in a text format of your choice (recommend json), with all the relevant information needed to generate and display the choices.

    You need to decide what that is going to look like. For example, for each room you would need at least the room number, description, and a list of choices.

    Then for your layout, you would look up the room number in your data file, and display the information there. Create as many choices options as there are choices (they're all the same object), and set an instance variable from the data that determines what happens when you click that object (for example the target room number). Each choice might have a description as well. Json is flexible, but it's up to you to decide what data is relevant.

  • There is no filtering available for the built in sync function.

    However, depending on your game, you might not need to rely on syncing objects and may be able to use messages to selectively communicate instead.

  • Yes. Use proper inner or outer scaling instead of letterbox scaling, and make your extended layout background black. Note that you don't have much control over the available size of the user device, so those black bars may or may not be there in all cases.

  • You can't open an exported game in the editor anyways even if you could download it.

    Recommend using cloud services to save any long term projects you might have in the future, there are many free options like Google drive, dropbox, onedrive ext

  • You can use Construct 3 on a phone, but I wouldn't recommend it for any heavy work.

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  • If you're using a single event sheet for two layouts, make sure the correct event sheet is chosen for both the layouts in their properties.

  • Put the video and the mask together on their own layer with force own texture enabled. Pin the mask to the video. Set the correct blending mode on the mask. I forgot which one, but there is a blending modes example you can look it up in.

  • Those are mouse actions.

    On click is a mouse condition.

  • No need for variables, it should work just as you describe. On click, if sprite 1 overlaps sprite 2, destroy sprite 1.

    What have you tried?

  • Is your layout with the buttons using the correct event sheet?

  • What browser are you using? Do you see the same issue with a different browser?

  • You can use a separate loading layout to try to isolate the issue, instead of enabling and disabling events.

  • It doesn't happen for me. If you can recreate it consistently, file a bug report.

  • It is possible. github.com/inorganik/debugout.js

    I am unable to help with implementation though.

  • To constrain an (invisible helper scroll-to) object position to a radius around an origin point (player) based on the mouse position, first set the object position to the player, then use move at angle to move it towards the mouse position (angle(player.x,player.y,mouse.x,mouse.y)). The distance will be the distance to the mouse or the max distance, whichever is smaller, by using the min() expression.