oosyrag's Forum Posts

  • 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.

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  • 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.

  • 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.