jackarivera's Forum Posts

  • 5 posts
  • If you are looking to do multiplayer and have never done it before with syncing and what not. I would recommend that you start with the built in Multiplayer plugin and the Advanced tutorials run by scirra. They do a good job of explaining methods of making a multiplayer game. I believe by using this system you create a good base to make multiplayer games in the future. Plus I can tell you that this multiplayer does support 8 Direction!

  • If you are asking if we want a plug-in that adds a behavior to allow us during our game to resize, reposition, etc. to or characters then yes that would be very cool. I have done this already through events and what not but having the ability to just add a behavior will make this process much easier for others. If you already have this created then I would definitely take a look at it. If it is as good as I think it could be then I think it would be a good plugin to be included with construct

  • I hope I am somewhat correctly addressing the question at hand.

    I am on my phone right now and I don’t have the access or means to test or really write out events so I will try to explain this the best I can.

    I would start by addressing each of the players in an array.

    e.g. foreach player in availablePlayers

    Then possibly create an empty sprite or group of the text items. Something to keep all the data organized using instance variables. Then set the text to the data you pulled. That way you won’t need to create a bunch of objects you are just changing the text based on what the data pulled from the foreach statement is.

    To Clarify:

    At onLoadInventory Complete. Depending on how you have that set up I would try and use a for statement

    e.g. for 1 < Inventory.Count

    then create the objects

    then set the text to Inventory.At(loopindex, 0) and what not for those objects

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  • Are you using tilemaps by chance? If you are there is a handy function which is Tilemap.SnapX and Tilemap.SnapY which return the coordinates of the closest grid tile. If you aren't using tilemaps maybe try adding a blank tilemap into your game just for the snapping function as it is really simple to create it from there. Just every tick set the position of mouse to Tilemap.SnapX(Mouse.X) and Tilemap.SnapY(Mouse.Y)

  • I have a pretty straight forward issue. Whenever a button is "Highlighted" in my game all other key inputs are ignored. I have no code anywhere that would be causing this and it seems pretty universal between layouts. If anyone has any advice or fixes for this issue please reply!

    Examples:

    Below is an example of the Play button being highlighted. My character's movement inputs are being ignored here.

    Below is an example of the Play button not being highlighted. My character's movement inputs are not being ignored.

    Tagged:

  • 5 posts