oosyrag's Forum Posts

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  • Generally speaking, for framerate independence when using physics, you'll want to set stepping mode to framerate independant, and NOT use dt in your expressions.

    However, framerates less than 30fps will still result in variance, as that is the limit of the dt value used by the behavior.

  • Spoiler - events are javascript.

  • Event 19 in PongSheet, you set Paddle.peerid to Multiplayer.MyID. I believe it should be Multiplayer.PeerID instead, like event 20 in the pong example.

  • Check out the second link in this post construct.net/en/forum/construct-2/your-construct-creations-23/r0j0s-experiments-69314

    It is a little more involved with the math, as the velocity and gravity physics are done manually with events rather than behaviors. But if you can understand it you'll have most of what you need to create your own skiing type game.

  • Does the width of your tiled background have anything to do with time? If not then no.

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  • Whites happens when all three values are high and similar to each other. To avoid this, you'll want at least one of the values to be low.

  • It's much simpler. Just give it the platform behavior and simulate left/right and jump for the main body. If you can set up the main body then the pieces following it are the exact same thing, with a delay.

  • Updated with a couple minor improvements.

  • Chain chomp has a lot going on.

    Here's a quick attempt I made, there's still a lot of room for improvement, but the basics are there.

    dropbox.com/s/ceyjswnfzvvon4d/chainchompexcample.c3p

  • There is no physics involved in traditional bomberman games, but if you need to use physics you'll want to leave more space for the bomb to spawn or maybe make your bomb smaller. Make sure that it doesn't overlap any other objects when spawning. You can also check your collision boxes to make sure they're not bigger than they need to be.

  • Without knowing your design constraints and goals, the way to solve this would simply be to not spawn physics objects on top of immovable objects, or allow for more room for A to spawn.

  • Just wanted to chime in and mention that games like legend of Zelda and Stardew valley are 90% comprised of tilemaps, and not individual sprite objects.

    Also image dimensions are a matter of how much detail you want. You don't have to worry about resolution much, full screen scaling takes care of that for you.

  • Does this happen on the example project? If it doesn't, then you missed that 1%. I don't have any ideas based on your screenshots. It would be easier if you uploaded your project file, if you can't figure it out.

  • Disable your normal controls, adjust speed, and every tick simulate controls pressing right.

    Or I think you can add a second platform behavior to the object with all the minecart properties already set, and disable the normal platform controls and enable the minecarts controls whenever.