oosyrag's Forum Posts

  • The simplest system would be local, using the localstorage plugin.

    The username would be the key, and the password would be the value. Upon a user entering their username and password, you would check if that key/username exists. If it does, check if the value/password matches, then proceed or stop. If the key/username does not exist, write it to localstorage.

  • If you want the score to keep increasing during the time your player is stopped on the block, use the "every x seconds" and "player is overlapping block" conditions together in an event to increase your score.

  • Construct can do it, but I suspect there may be more specialized tools like ren'py that might make your life easier specifically for visual novel type games. I'd recommend just trying it out on either platform with some basic project ideas to see which you are more comfortable with.

  • I believe the date plugin is not time zone aware.

    But since the unix epoch began at midnight UTC, to get the last midnight in UTC, you would simply omit the hours, minutes, seconds, and milliseconds parts of the timestamp. To do so, add date.get(year), date.get(month), and date.get(day) together. This will result in the timestamp leaving out the hours, minutes, seconds, and milliseconds since the last full day.

    How to take into the account the local time zone I do not know.

  • If your bullet objects are using the bullet behavior, you need to set the object's bullet angle of motion after creating it, not just the object angle.

    The expression angle(enemy.x,enemy.y,player.x,player.y) would get you the angle from the enemy towards the player. Or you could just set it to enemy.angle if the enemy is already facing the player.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • First, place the correct answer/value in a random position. Store this value so that you have something to compare the user answer with as well as to check against a duplicate when picking random values in the next step. For each of the remaining three positions, chose a random non repeating letter by using the advanced random plugin. If the correct answer is randomly picked, then ignore that result and use the next result.

    To use the advanced random plugin, first use the create permutation table action with offset 1 and length 26. This will generate the numbers from 1 to 26 and then randomly shuffle them, each one corresponding to a letter of the alphabet. To retrieve the values, use the AdvancedRandom.Permutation expression, where AdvancedRandom.Permutation(0) would be the first value, AdvancedRandom.Permutation(1) would be the second, and so on.

    So for each answer choice that isn't the correct one, put the next permutation value in sequence (since they're already shuffled), only if the value doesn't match the correct choice. If it does, skip that permutation and continue with the next.

  • Android apps do not utilize cookies.

    Edit: Apologies, I had no idea. See below.

  • In the animations editor, you can set an image point where the mouth is. You can then use the sprite object's spawn action to create a bullet at that point.

  • Sounds like you're describing mesh distorting applied to a 9-patch style object to me? Or basically a flexible 9 patch that can be created with a dynamic number of edges to make any polyhedron, or even just a circle with repeating center/edge textures that can be mesh distorted... That would be pretty nifty.

    Otherwise, you can already distort a sprite or tiled background directly, or use a mesh distorted sprite with a blending mode applied on top of a tiled background to paint "textures" over dynamic shapes.

  • If everything is simultaneously flying to the right, that is the default angle of motion and it is a result of no angles being set after creation. Making subevents for each set of create and settings might be a good idea as blackhornet suggested. But from my experience setting properties after a create object action like you did generally does result in the expected picking behavior.

    Another thing to look for is any other place bullets might be getting created unintentionally without angles being set.

    Also there's a wait action, which is 90% of the time unnecessary or misused and causes unexpected behavior. Can't tell if it's a problem just from the screenshot though.

  • Yes, you can make a "clipping mask" type layer by using the "force own texture" property on a layer along with an object with blending modes to specify the area you want transparent or otherwise.

  • You can use the bullet behavior on the ball.

  • You have access to the video.duration and video.playbacktime expressions.

    So you can use video.playbacktime/video.duration to get the % progress, to represent visually as you wish.

  • One of your bots has a cell border of 1 rather than -1, that is the bot that is failing to find path.

  • I would think it is unreasonable to design a game assuming end users will have a damaged input device. It would make more sense for the device to be replaced instead, since it would not always function as intended in any game they use it with, as opposed to one that was working as intended.