oosyrag's Forum Posts

  • dropbox.com/s/3mbjkjh35w4g98u/physicspushingexample.c3p

    Use an invisible helper sprite to define a "pushing" zone. Although this method is more suitable for platform behavior. This example uses 0 friction surfaces, and defining the physics velocity on a fixed, immobile surface. This will probably not be ideal in a situation where other outside forces will act upon the objects in question.

    Another way to get constant motion is to apply a force exactly equal to the amount of friction acting upon the object. I don't know how to get that number.

    To do it properly in a full physics environment, your conveyor should actually consist of moving elements, and apply forces on objects resting on them via friction.

  • You can use clamp() or max() as suggested earlier in the thread to make sure x can never be a negative number, or you can change your formula to not use a fractional exponent.

  • Off the top of my head, you can, but you have to do it one frame at a time, and each frame of your animation needs to be an individual resource. Also I think you have to have the correct number of frames in your object ahead of time, as I don't think there is a way to add them dynamically with actions.

  • x^1.5 = x^(3/2) = sqrt(x^3)

    A negative number raised to the third power will result in a negative number, and the square root of a negative number will result in NaN.

  • The linked plugin was integrated into the official share plugin.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/share

    Note that this interfaces the relevant platform's built in sharing features, meaning it will probably only work on mobile devices/exports

  • You cannot.

  • One of your variables is probably a string and not a number, which is what NaN stands for.

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  • Use the system trigger once while true condition.

  • Project folders can't be saved to and loaded from cloud services afaik.

    It should be fine to use the cloud service's own app to sync your local folder where you keep your local folder construct project saves though.

  • At the least it would make it more obvious if you forgot to make something framerate independent that should be.

    Otherwise it probably depends on what specific issue you're having or looking for.

    Just don't forget to turn it off before export...

  • You would probably get an answer faster if you tried it yourself instead of waiting for a forum answer.

    If you're worried about a single file being too large, I can't think of any reason splitting the audio into multiple files would not work.

  • Here is an example I made a while ago.

    dropbox.com/s/p2ilod6sl892gga/splitscreenexample.c3p

  • Why not publish to web, or scirra arcade if you don't have somewhere to host it?

  • It could be a bug, and a bug report would probably help, but only if you isolate the issue by itself with a minimal project.

    Similarly, I can't really answer your other questions from just a screenshot.

    Re ready for input from the manual:

    Is ready for input

    True when a peer is ready to send input to the host. This means On client update has triggered at least once, or is about to trigger. Do not allow players using input prediction to move or act before this condition is true or On client update has triggered: doing so will simply cause an input prediction error since the host is not yet ready to receive input

    My understanding is that it is used to sync up client input values and local input prediction.

    But it shouldn't have anything to do with messages. I'm not sure why it would break your project in the beta, it works as expected when I tested a minimal project. There is probably something else going on. Again, can't diagnose without seeing the whole thing.