oosyrag's Recent Forum Activity

  • If you found another post, you can try to ping the original poster to update the sharing on dropbox. There was a change earlier this year that broke links, but the files are still there.

    In your example, the problem is that the player moves with the platform when you change the platform's position (the player gets shifted 800px to the right, off the screen.

    You can set player's position to self.x-800 (or -801? to compensate for your other events) in the same action when you reset the platform position. You'll also want to add a System-Wait 0 seconds action at the start of this event to prevent blinking.

  • Construct supports advanced audio feature such as the doppler effect, but not all browsers might.

    It doesn't matter if your mines don't move, as your ship does, and the effect is calculated by the change in distance between the objects.

    See the manual page for more information. https://www.scirra.com/manual/109/audio

  • When you destroy an object, save its properties (position, size, frame data, ect) via array or a helper object. Then when you create it again set all the properties to when it was destroyed.

    Alternatively, instead of destroying the object in the first place, just make it invisible.

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  • Yellow block -> Set angle towards greenblock. Move Forward.

  • Looks like a bug. The blue outline should be lined up with the red/yellow corner boxes. Have you tried resizing the window? Or maybe just rebooting.

  • Agreed it isn't recommended, but it is possibly workable. Most MMO's were hardly truly real time anyway, there was a lot of fudging going on.

    You can still get 6 states out of a single byte character rather than 8 with little work. The overhead of messages will always be a problem though, so you still have to weigh what data to transfer carefully.

    Anyways it would basically be pretty far outside the scope of a beginner, considering a normal multiplayer game is difficult enough to make properly as it is. Just throwing some ideas out as possible workarounds in case anyone really wants to do this with the capabilities we currently have. The general feeling I got was that there would be no more work done in terms of the multiplayer plugin, regardless of a new runtime in C3, so I'm not holding my breath.

    I also had some crazy ideas involving separate zones/hosts with agents dedicated to popping in and out of each server in succession to pass low priority data.

  • Set variable to len(TextObject.Text)

  • Try 0 spacing?

  • Difficult to diagnose without seeing how tilemap is set up.

    Are you loading the right image? Are your tile sizes, offsets, and spacing set correctly? Are you changing anything at runtime that might make it look different than in the editor?

  • Straight lines are easier - just use a series of rectangles with fade behind the player.

    Curves are harder, but you can do something like to make it smooth , just add lines between the circles.

  • The on created trigger is probably running before your myEnemy sprite has any properties.

    Try a different method, such as using a container, adding the create myFont action to the event that created myEnemy in the first place. The "wait 0" trick might work here too, if you put that above the spawn action.

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oosyrag

Member since 20 Feb, 2013

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