oosyrag's Forum Posts

  • This is not the correct use of the "Is ready for input" condition, from what I can see only from the screenshot it serves no purpose here. Does it work if you disable that condition?

  • You two are not talking about the same thing.

  • Does the gamepad example work properly for you? - editor.construct.net

    You probably want to use a value farther away from 0 for your input threshold.

  • Without being too familiar with the binary data object, I get the feeling this is not what the binary data object is supposed to be used for.

    If you're using a number, why not just send it in a message as a number?

    You're probably not setting the buffer bounds or offset correctly, thus getting 0 returned from the expression. I'm not familiar with this either though so I can't say how it should be.

    The entire value must be within the bounds of the buffer, otherwise it returns 0. For example a 4-byte Uint32 value cannot be read from a 3-byte buffer, because all four bytes must be inside the buffer.

    Edit: See the post by Nepeo in this thread for more information. construct.net/en/forum/construct-3/how-do-i-8/binary-data-object-send-152759

  • Upload your project file.

  • Don't use the same object.

    You can use families if you need to treat multiple objects as a group for events.

  • Does your turret sprite have an extra animation frame that is blank?

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  • Every x seconds

    Repeat 6 times

    Spawn bullet

    Set bullet angle of motion to 360/loopindex

  • You can use the built in save load action or the local storage plugin.

  • Create a second light level modifying tilemap layer on top of your first. You can use the multiply effect.

    Draw light as lighter tiles and darkness as darker tiles. Distance and amount can be set with a breadth first search flood fill.

    dropbox.com/s/v56jw51ktwd70mj/bfsfloodfillexample.c3p

  • They only push each other if they are both solid, and only overlap if they are both not solid.

    If only the one that isn't moving is solid, then it should work. You can use simulated controls if you still want to be able to push blocks, as I mentioned before.

  • On zombie killed, add 1 to a global variable.

    If global variable is greater than x, go to next round.

    On start of round, set zombie life to round number*base zombie life.

  • Forwarding to next room would be the same as if autojoin tried to join a room that was full or locked, on peer connected (after game started) host can kick with the message current room name + 1, which the peer can use to retry joining again after getting kicked.

    If you're not utilizing autojoin, that wouldn't work. In that case, I'm guessing you already have a lobby system where people can browse and pick rooms to join. Then the method of moving to a new room upon starting a game would be the most suitable, as you can then display only rooms that have space as options to join.

  • Alternatively you could just have new peers joining get kicked immediately, and forward them to the next room.

    You say inefficient but it's virtually instantaneous and imperceptible to users.

  • Use an invisible helper sprite as the start position.

    + System: Every 30 seconds

    -> StartPosition: Spawn Car on layer 0 (image point 0) (create hierarchy: False)