NetOne's Forum Posts

  • You want an object ricocheting off the interal walls of a pipe tobits destination?

    Are you using bounce off solids?

  • You need to make whatever collision check "on bullet step" Have a look at the bullet step laser example. It should show you what you need.

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  • Games like this are using a "Mode 7" type plugin (sort of fake 3D like mariocart on SNES console)

    There was definitely a Mode 7 plug in available for Construct 2

    but I am not sure if anyone has done one for Construct 3 yet

    I tried searching plugins but found nothing.

    anyway google "construct mode 7" to find out more there a fair few C2 games that used it.

  • You mean the UID can change? I thought the UID was the unic ID of each instance, it's not supposed to change.

    UIDs wont change but they can be assigned by the engine during run-time in different ways,

    during runtime, you can retrieve and use the UID of an object

    but you should never assume that a UID will be a specific value.

  • I think you cannot depend on UID to always be the same. So you should not use it like that.

    You can select a specific object by Instance variable that you have previously assigned in your code.

    eg on Platform created set instance variable "MyNum" = 7

    then later...

    Pick Platform with instance variable "MyNum" = 7

  • You are talking about zooming in your game?

    Then there are no restrictions. There is noting stopping you zooming in or out 10000000000% forever

    because you can scale up or down as much as you want.

    you will just have to be clever with sprite sizes and when to display them

    for example the circles and space invader sprites here are allways zooming in

    you can do the same with different sprites.

    drive.google.com/open

  • Ive just found you can now download and install a Steam Link Beta app to any Android device including phones from the play store so you can maybe test yourself.

  • If so it may be worth contacting NVIDIA and steam as NVIDIA especially are pushing their game streaming services hard and would be interested to know that some games are not compatible for whatever reason.

    I have a couple of construct 2 games in my steam library. When I've got some time I will see if they work with Steam link to the shield.

  • I have a shield.

    It is a android tv device that uses powerful nvidia hardware similar to that used in a Nintendo Switch. in fact it is about the same size. and is really intended as a strange android console contender.

    it comes with fantastic xinput joypads and many android developers make specific high spec versions of their apks for shield that can use the extra hardware and joypad.

    as it is android it will run apks and it will run games through the browser.

    it is also specifically designed to be used for various game streaming services including, what you are talking about, steam link, which is streaming games over a local network using steam from PCs that have nvidia graphics cards ( i think they need to be gforce/gtx) in a way that allows you to play your high end AAA PC games processed on the PC but video streamed to the shield and controller intput fed back to the PC, so you can play in another room on a big tv say, with pretty much no lag.

    how you get an NWJS steam game working through steam link streaming to the shield I have no idea.

    But would be happy to help you test if you like.

    i found an old steam thread here with the same issue but it goes nowhere

    steamcommunity.com/app/414920/discussions/0/357284131805931131

    I know we are waiting for the guide to be updated but in the meantime I have been messing around. Can anyone confirm that this is correct procedure...

    to add a new property track

    • I change whatever property in properties (yellow ones only)
    • then go to the marker where I want to add the fist change
    • then select "set markers"

    to update a property

    • just change the property
    • then select the marker where you want the change
    • then select "update markers"

    when I "set markers" it seems to set all the markers at that point? is there a way to just add a new property track without "setting" all the other tracks again at that point? or am I doing it all wrong?

  • Nice, although I did manage to get 2 past him. Or is it a her....:)?

  • Whatever you like sir.

    if you click the 3 dots in the top left when you have selected a file you should be able to see all the versions. Personally I would download and make sure you have what you want first.

    note i was just reading that drive doesn't actually save all versions forever (there is a system that deletes older versions of a given file as your Drive fills up) but it should at least have a fair few recent edits of a the C3P.

  • Brilliant.

  • If you regularly save to drive then it would be easier to go directly to drive and under activity tab of the c3p file you will see all the previous saved versions.

  • To answer your question of when it might be used.

    For example, in my game there is a function called "TriggerAction"

    This function is called very often, it does everything from create sets of enemies to change the background to start and stop the game.

    Every time "TriggerAction" is called it looks up a string in an array table. The array table is one of many called "Level 1/2/3" etc and each is just a list of things to do to make a level.

    so it will be like Level 1 array

    "Set Background"

    "Create Player"

    "Create Enemies"

    and so on.

    the "TriggerAction" function will go through the array list one by one.

    each of these strings in the array is actually the name of another function.

    And when the "TriggerAction" function is triggered, it in turn, calls a Function with the name of the "string" it finds in the array table at that time.

    This is how levels get made in my game.

    This is maybe a simple way of using it but you can now see that the String to call can be made up from any number of combinations of other strings to form the name of the functions to be called.

    So one single function can run a set of events to determine what other function should be called from a list of functions based on the function map.

    ok im starting to confuse my self now so I will stop. just wanted to try to answer your original question.