Everade's Forum Posts

  • Just drag and drop the project file into Construct.

    Or if it's a project folder, import it using the Construct menu.

    You don't even need a license to open it. A project is not bound to any Construct license.

    Keep in mind that you will need the project file/folder, not an exported game.

  • Official multiplayer plugin which lacks interest management. construct.net/en/courses/online-multiplayer-construct-12

    You can use Websockets. construct.net/en/make-games/manuals/construct-3/plugin-reference/websocket

    Or a 3rd party plugin like Photon or Colyseus. construct.net/en/make-games/addons

    How to be counter-productive 101:

    Re-Post & increase sarcasm by 400%.

    Their products are education oriented. It's not made to remind devs, but kids. Get over it.

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  • Click the link in my last post.

  • You can try to convert the C2 plugin to a C3 plugin.

    Or you open the project in C2, remove the plugin (and all events related to it), then open it in C3.

  • Sure.

    You could seperate the leg animation from the upper body.

    Or seperate the arms as an individual animation.

    Or create an additional full body animation that combines both walking and punching. Then switch to the combined animation whenever it's needed.

  • Yes i believe the WindowsIconUpdater.exe was in the main folder.

  • Make sure your video card driver is up to date.

  • I noticed similar lag multiple times when trying to select text (double click) in a js script file. And script's content was really small.

    A restart always solved the selection lag.

  • Yes, as i've told you already: Action: System -> Set layout angle

    However that means everything will be upside-down (for example text). That's why i suggested that if you use this technique, you then also need to rotate all HUD items.

    You can also rotate layers individually using Action: System -> Set Layer Angle

    And keep the HUD on a separate layer that you don't rotate.

  • If you have more specific questions with examples that you've been testing with, then for sure it's going to be easier for people to help you.

    While it might sound stupid to begin with -> just rotate EVERYTHING.

    You can turn an entire layout using "Set layout angle to 180°"

    You can turn sprites using "Sprite - Rotate 180° clockwise"

    This way you would have to rotate everything, including individual HUD elements. The good thing is that, it allows you to sync object positions through the multiplayer plugin. The HUD will need some additional positioning adjustments.

    Another way to do it would be by only placing the objects to their respective top or bottom position based on if a player is the Host or a connected Peer. For that, look at the Multiplayer tutorial, there you can find everything on how to differentiate between the host and the peer. This would mean that you can't sync object positions using the multiplayer plugin though. Instead, you just mirror the object positions for the Peer. The HUD can also be easily manipulated by differentiating between Host and Peer.

  • One simple approach would be to define the gender randomly prior generating the text.

    That way you can easily differentiate which pronouns you need to use while generating the text.

    I made a quick very basic example to demonstrate this. Of course it could be further advanced.

    Another approach would be to use regex, to replace partial strings on the fly.

    But i'm sure there are smarter ways.

    Here's the example

  • ah cool, I looked everywhere for documentation or a video tutorial for that, but I must admit that I couldn't find any. I continue to search but if you have a doc or other I am willing to take

    A tutorial or documentation for this very specific setup will most likely not exist.

    That doesn't mean it's impossible to do. Just look at the official multiplayer examples, there it shows you how to handle different "camera" positions for each connected player.

    Online Multiplayer includes all info you need for multiplayer and how to handle individual viewport positions for each client. Or how to handle a different game state for a peer when compared to a host.

    There are multiple ways to approach your idea, there's no finished system or tool that makes it for you with a few clicks. Just like with anything else, you need to use the tools at your disposal to come up with a way to achieve your goals.

    Construct 3 Documentation includes all the information you need to create your game.

    There have been other people asking for similar setups before:

    construct.net/en/forum/construct-3/how-do-i-8/multiplayer-camera-following-173525

    construct.net/en/forum/construct-3/how-do-i-8/player-own-camera-multiplayer-152924

    construct.net/en/forum/construct-2/how-do-i-18/scroll-camera-player-79026

    Making a game or using a tool is a learning process. A video or a tutorial for every single system or concept that you come up with doesn't exist.

  • Yes you can change the event to the collision condition. But just to make sure you understand how events work:

    The game runs through "player -> is overlapping coin" every single tick! (even without the "Every tick" condition)

    Means, if there's a tick, in which multiple coins overlap with the player at the same time, the condition is true -> but only 1 coin will be added, while all overlapping coins will be destroyed.

    So you would either need to change it to:

    ->For each coin --> player is overlapping coin

    As a nested event, to make sure that every single coin triggers this event if multiple coins are overlapping the player.

    OR

    instead of "Add 1 to coins". You could change the "1" to "coin.PickedCount". So if multiple coins are overlapping, it will be increased by the current overlapped value.