oosyrag's Forum Posts

  • No, there are some inherent security considerations and limitations that will not allow you to take control of a users device.

    Imagine if visiting any random website could potentially let it control your mouse...

  • The smb 3 map is simply a tilemap. You'll need to acquire or draw the actual art yourself. The tile movement behavior will take care of movement.

    In terms of progression, you can keep track of level completion in variables or an array.

    For example, the tile with a level on it can have a sprite object with the instance variable "completed" as a true/false boolean. You can use that as a condition before allowing the player to move on, as well as what animation frame for your sprite to show (completed or not).

  • I wouldn't be so sure, C3 is a 2D engine in the end.

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  • You can access different versions at construct.net/en/make-games/releases.

    Generally speaking it's editor.construct.net/rxxx where x is the version number you want for the direct link.

    By the way Ashley is male, as far as I know.

  • One way is to reduce the force applied towards zero as the object's velocity increases to it's max speed.

    Another way is to apply an equal and opposite force as the objects approaches it's max speed. In real life this is how terminal velocity works, as wind resistance opposed to gravity when falling for example. Or friction, on a horizontal plane.

    The last way is to manually set the x and y velocities to maxmin(currentvelocity,maxvelocity) every tick. You'll have to do a little vector math to get the maximum x and y velocity for any given angle of motion. This could be the simplest solution, but manually setting velocity can also possibly cause issues down the road.

    Edit: I did mean min, thanks for the catch dop.

  • Are you setting the correct angle property? I haven't looked but I think you can set the angle of individual particles and the angle of the particle object/spray cone direction separately. Make sure you're using the right action.

  • Set the angle of the particles object in the same event they are created.

  • Add a condition to the spawn event - System compare two values - derp.count<=10

  • Yes, indirectly, via the size and resolutions of the sprites you will need to fill it.

  • Add the particle and trap objects together in a container. They will be picked, created, and destroyed together as pairs.

    Otherwise, you could just create a particle instance on trap object spawned, and set the parameters in the same event. When creating an object, only the instance that was just created is picked for setting things like position, angle, size, pinning, ect.

  • Personally, I expect it to be available whenever you get around to making a plugin that does so. If someone else does before you do, I will be pleasantly surprised.

  • No, it works fine. You probably did something wrong.

  • You can use the platform info object to make specific events for each platform depending on how you want it to behave.

  • I see, I'm not familiar with that, but I would try leaving the list object outside of the viewport and using the set focus action to see if it triggers the system list popup dialogue. Alternatively, you could use CSS to style a listbox however you like, similarly to how the system displays it. One more option is to use javascript to directly call and build the list in an android alert dialogue.

  • In general for 8 direction animations, it is usually best practice to set the animation based on the actual change in position of the sprite as a condition, rather than user inputs.