oosyrag's Forum Posts

  • You can upload to the Construct Arcade on this website for free.

    construct.net/en/free-online-games/submit

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

    RawButton(Gamepad, Index)

    Retrieve raw button input for a specific gamepad and button index. This returns the value without keymapping. Button values range from 0 to 1 (pressure sensitive buttons can return values in between).

  • Is your event sheet with that line linked to the correct layout? Check your layout properties.

  • You might be able to increase the volume of your music track through an audio editor like Audacity.

  • Distance = speed * time

    Or change in distance = previous distance + speed * time since last increment

  • One simple solution is make the layout size big enough to accommodate your largest possible level. There isn't any particular performance related aspect to layout size, only how much you put on it. Note that you have a good chance of running into issues with pathfinding across a large level though.

    Another way would be to move your level around instead of the player, so your player effectively stays in the middle of the layout. This has the advantage of limiting the scope of pathfinding as well.

  • The system compare values condition does not pick any instances.

    The enemy.count expression returns the current number of picked instances. Since you don't pick any in your event, it is always 0.

    Add a pick all enemy condition before it and it will work.

    Edit: My mistake, I had forgotten there were specific pickedcount and count expressions.

  • Adjust the volume of the sound effects. What did you try?

    Set volume

    Change the volume of a sound. The volume is given in decibels (dB). A volume of 0 dB is original volume, and below 0 dB attenuates the sound. Note amplification is not supported. For example, entering a value of -10 plays the audio back 10 dB quieter (about half as loud). Note it is best to set the initial volume in the Play action instead of setting it with this action immediately after playing, since that can sometimes cause a moment of playback at the wrong volume.

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  • Technically speaking I think it should be possible. It would take a lot of work though, and I'm 99% sure there is already software out there for this type of application developed with significantly more resources that would probably suit your needs better.

    The multiplayer plugin or a third party backend would indeed need to be utilized if you were to attempt it.

  • Change your condition from "Touch - On tap guesture" to "Touch - On touched object"

  • I imagine you could use a regex replace on the text input text on changed to allow only specific characters. I'm not sure the exact regex expression you would want though.

  • I gave this a quick shot and failed as well. What I can say is that using invisible helper sprites as pinning assistants didn't work out in the end, and if I were to attempt again I would definitely utilize families, probably not rely on the built in behaviors, and use an instance variable to keep track of groups of pinned objects.

    The good news is that the pin and drag drop behavior are both probably among the easiest ones to recreate by events.

    Scene graph hierarchies may also possibly be of use here to keep track of groups, but I unfortunately have zero experience with those yet so I'm not sure.

  • Use on touched object instead.

    The guestures can be unreliable.

  • How are you generating your json save file? Just include the time/date information when saving, then you can read it back when loading.