briggybros's Forum Posts

  • Please see this capx for a demonstration using a tilemap.

    https://dl.dropboxusercontent.com/u/706 ... ample.capx

  • I'm also having the same problem.

    Ashley Tilemap setting to draw tilemap outside of viewport?

  • Something like this?

    Sending your gender:

    Here when a peer connects, it first checks if the connecting peer is itself, then it sends a message to peer "", which defaults to the host, with the content of their gender id under the tag of genderMessage.

    Then, the event is called when the host receives the message, it picks the instance of the player sprite which is linked to the peer, then broadcasts the same message to all clients. After that it assigns the gender variable to the peers sprite. (This is where you'll have to make it do something).

    Finally, when the hosts broadcast reaches another peer, it checks whether the peer was the original sender and stops if it is (The original sender already knows their gender). Then for everyone else, sets the instance variable of that sprite to the gender of the original.

    Getting everyone else's gender:

    When a peer connects, the host must give it all the other connected peers' gender. The host loops through every instance of the player sprite and sends a message to the client for each player in the form "PlayerID:PlayerGender" (You could lower bandwidth by creating one string with two separators such as "Player1ID:Player1Gender,Player2ID:Player2Gender,..." but that would require a little more work on the event sheet), with the message tag "hGenderMessage".

    When the connecting peer receives one of these messages, it picks the instance of the player sprite which has the ID given in the message, obtained using the tokenat expression. Then it sets the gender of that sprite with the value of the message using the same tokenat expression, just changing the index.

  • 1. create an event every tick

    2. add a condition "Object is in touch"

    3. add the event Platform:SimulateControl(Jumping)

  • Try every tick, check if the button is being touched then call the same action.

  • see

  • How are you making the character turn, just using set angle towards mouse? If so you can create a sprite of the mouse and hide the real mouse to give the effect.

  • Do you spawn these objects randomly when you first load them?

    Are they set to be global objects in their properties?

  • It is possible with just the browser object. See the attached capx. Take note that the text boxes have their id set to 'text1' and 'text2' which allows them to be referenced by javascript outside the game.

  • Ashley not hard to check the focus of an element in Javascript, could it not be added?

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  • A little trick I find which I seem to use all the time. Since global variables are either int or text, to store a boolean use int and toggle with setvalue(variable = 0 ? 1 : 0). I've used this before C2 but I really like it.

  • I think that organisation is important. Grouping is very helpful and I basically use it for anything that is bigger than an example I whip up for someone.

    On that note, functions, grouping and callbacks. When I first started with Construct classic (seems like a long time now) I was really frustrated by having to repeating events when a function could have been used. I don't know to this day if classic had the ability to do functions, I haven't looked back. Finding out ways to better organise and abstract the event sheet are what I find really useful.

  • Yes, I use a layer and hide it when not needed.

    If you want to use your original method, that can also work though.

    What I mean is that, you keep a global variable set to the level the player is on. Then when you go to the save layout, and the back button is pressed, you can send them to the last game layout based on that variable.

  • So when the plane hits the object toggle a variable to signal that it is dead. When generating the collectables, check that the plane is not dead before spawning.

  • variable 'rot' = 0

    variable 'speed' = X

    every tick: Add to 'rot' -> 'speed'

    Point.X = sin(rot) * radius

    Point.Y = cos(rot) * radius