dop2000's Recent Forum Activity

  • After "Find path" you need to wait for "On path found" event and tell the player to move along the path. Or you can use "Wait for previous action to complete". See the official Pathfinding example.

    And check which objects are moved with pathfinding - Player or PlayerMove?

    Also, in event #4 you need to pick the Terra instance by UID, otherwise all of them will be deselected.

  • and then Multiplayer -> set client input state to value Peer.inputs

    And then what do you do with it?

    Input state is just a value, it doesn't matter if it's from a keyboard, gamepad, mouse or any other input method. You need to translate this value to character movement. Perhaps something like this:

    Player move (speed*dt) pixels at angle (Multiplayer.PeerState(Player.peerid, "stick_angle"))

    Check out the official Pong example.

  • I just tested on my monitor and it scales to fit the entire screen.

    Did you enable fullscreen or just maximize the window? Window header and borders are using some space too.

  • It's not possible to help you without the project file. Check that the objects are on correct layers, check layer settings (scale rate, parallax etc.)

    Press Shift+F4 to run the project in Debug Mode and debug.

  • There is an official example project "Console typist" - it's different from your game, but you can study it and use some ideas.

    I also found this video, not sure how good/bad it is:

    youtube.com/watch

  • Could you post a screenshot of the events?

  • You can do this with an inverted "Is key down" condition:

    Is Left key NOT down
    Is Right key NOT down : Set animation speed to 0
    

    Or, if you are using Platform behavior:

    Platform is moving : set animation speed to 10
    
    Else : set animation speed to 0
    
  • "Compare two values" doesn't pick instances and compares the distance only to the first enemy instance (with the lowest IID, which may not be the nearest)

    Use the Line of Sight behavior instead, it will pick the instances.

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  • The easiest solution is to give the AI the ability to see player's numbers.

    When it knows exactly how many 2s on the table, it can't lose. So all you need to do is to add some randomness to its decisions.

    Say, a 30% chance of bluffing, 20% chance of saying "lie" when the wager is actually correct etc.

    It won't be the smartest AI, but many players probably won't notice that it's cheating.

  • There's a system action called "Reset Persisted Objects" that does exactly what you'd expect.

    Be aware that it will reset ALL objects on all layouts.

  • I was working on a project with lots of persisted objects and lots of complex hierarchies, and there were quite a few bugs:

    github.com/Scirra/Construct-bugs/issues/6389

    github.com/Scirra/Construct-bugs/issues/5523

    github.com/Scirra/Construct-bugs/issues/6019

    github.com/Scirra/Construct-bugs/issues/6225

    They all have been fixed, but we still have occasional unexplained problems when the game is loaded from saved state. I can't report them because there's no repro..

  • My biggest issue with Persist behavior is that "Reset persisted objects" action resets all objects on all layouts - which makes it pretty much unusable in large projects.

    There are also lots of bugs when objects with Persist behavior are in hierarchies, restored from save state etc.

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dop2000

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