Frostein's Forum Posts

  • You will need a dedicated server to host the game. I had the same problem with only 3 or 4 inputs synced, it appears they eat the bandwidth and make the game unplayable.

    For turn based games it would be ok to have 1 player as the host. From what ive seen though, using this method for real-time games is not possible.

  • I've got a simple game and want to test it out on my iphone 5s. Is there a simple way to export, similar to the NW.js for mobile apps?

    And how do i get it onto my phone? thanks.

  • He has a point though, kid. You cant go attacking people about grammar on forums lol.

    To answer your question, create a variable 'Stun' for the object.

    If 'Your object' variable 'Stun' is true, disable any behavior you need, such as path finding or any movement.

    If 'Stun' is false, enable the behaviors.

    Use any event you like to trigger the stun variable.

  • Sorted it!

    I was trying to cram too much into one event as usual. Having the block to 'Picked' on mouse down, and setting the position when block is 'Picked' was the way to go.

    Thanks a bunch.

  • set the width as a percentage. There are a few health bar tutorials knocking around, they work the same except subtracting from the bar.

  • Thanks! How would i go about selecting the closest instance of an object to the mouse cursor? ill give it a try this evening and let you know how it goes.

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  • Create a global variable for 'Gems' if you havent already.

    When your player sprite is overlapping gem sprite, add 1 to 'Gems'.

    Every tick, set width of 'progress bar' Sprite to 'Gems' Value.

    GL!

  • Create an object and every tick, set it to mouse.x-50 mouse.y-50 position (or touch position).

    This will act as the position your object will follow, to the left and above the mouse.

    When mouse is down, set the object you wish to move to the position of the object you just created. Have the object initial state to invisible.

    Basically, create a new object that is offset from the mouse, by the distance you want. Then have your object follow this, instead of the mouse, or touch in your case.

    Hope it helps.

  • Yeah its a tricky one for me.

    Imagine you have some square blocks, when the mouse is down it creates an invisible object set to cursor position.

    When the invisible object overlaps the block, the block is set also set to cursor position. After the first block is set to mouse position, no further blocks are affected by the invisible collision.

    I've tried giving the collision object a variable called 'picked', when the block overlaps it, set the variable to 1. On release set it back to 0. This doesn't seem to work.

    ill gladly try an ideas.

  • I didn't explain myself very well sorry.

    What i'm trying to do is, when the 'Build_Collision' overlaps more than one 'Block', only 1 instance of the 'Block' object is set the the mouse position.

    At the moment it selects all instances of the 'Block' object overlapping the 'Build_Collision'. I just need 1 at a time.

    I've tried a few things, but cant get my head around it.

  • Have you tried changing the shape of the collision boxes? if you make it so they aren't rectangle, they shouldn't stack.

  • Did you try playing around with the density, elasticity and linear damping of each object? This will give you the 'feel' of the objects weight and the way it bounces off other objects.

  • Hi all. I have an event as follows,

    Every Tick

    When right mouse button is down

    'Build_Collision' Object is overlapping 'Block' Object

    Set 'Block' position to mouse.x mouse.y

    I'm trying to figure out a way to only select 1 'Block' object when the collision is overlapping. Any ideas? Ive only managed to create a big mess so far. Thanks

  • Yeah i thought it would be easy before i got into it. Sorted it now, it was some conflicting variables making it bug out. Always a simple solution, was derping at it for too long haha.

  • I have a 'Spaceship' object, when i pin a 'Thruster' object to the 'Spaceship', i add 1 to a variable called 'Overlap'.

    Im struggling to find a way to subtract 1 from 'overlap' when the 'Thruster' is no longer pinned to the 'Spaceship'. Ive tried lots of variations but no success.

    Please halp!